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I’m working on a liquid shader in Unity and could really use some help making it look more realistic. I’m going for that nice touch of transparency, reflections, maybe a hint of refraction—just something that reads well in VR. All the modeling's done in Blender and brought over, but the shader part’s where I’ve hit a wall.

The weird bit: everything looks fine when the shader's laid out sideways in the graph, but the moment I shift it to lie flat—like liquid sitting in the bottom of a glass—it totally disappears. I’m not rotating the object in the scene or anything like that, just changing the shader’s orientation, and poof—nothing.

Honestly, I’m not sure if the problem’s in the shader or with the object setup itself. Normals? Geometry? Some wonky Shader Graph behavior? No clue.

This is for a VR bartending game I’m building, so nailing the liquid visuals would really bring things to life. If anyone has pointers, resources, or even step-by-step walkthroughs they could share, I’d seriously appreciate it. Thanks in advance!

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  • \$\begingroup\$ If you want help debugging your shader graph, we need to see that shader graph. \$\endgroup\$ Commented Jun 23 at 18:14
  • \$\begingroup\$ Ok I'll send it tmrw \$\endgroup\$ Commented Jun 23 at 19:04
  • \$\begingroup\$ @DylanBall Just a reminder to upload an image of your shader graph if you need help. \$\endgroup\$ Commented Jun 26 at 18:10

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