I saw this short where they create adjustable material height, but i cant get the material to close the top (Cap it) and it appears hollow, is there any other way to cap the material?
Short reference:
My Material:

I saw this short where they create adjustable material height, but i cant get the material to close the top (Cap it) and it appears hollow, is there any other way to cap the material?
Short reference:
My Material:
Hi, one way you can make the liquid appear capped is to set the Shading Model to Unlit, then use the Two Sided Sign node in the emissive channel. Lerp it with the main liquid color and a slightly lighter surface color.
the shading become off when using unlit, is there any other way we can keep original behavior but just capping the top?
Change the shading back to Default Lit and you can also try just plugging the top cap part into the emissive like this:
The best way is to adjust the normal vector of the inner surface to point in the direction that the “cap” would. Take the vector (0,0,1) and transform it from world to tangent space. This will still likely have some artifacts, but will cause the inner surface to be shaded in the manner you’re looking for.
It did appears to have shadow like a cap would, but it still does not show the cap, what else i could do?
You can use world position offset to shift the actual cap downward.
i dont know how to do that yet, i’ll have to look up shader tuts, thanks tho