I can’t figure out how to set up a basic water distortion texture like the one called “ScreenWaterWipe” in the video below. Thus I just wanted to ask if someone knows how to set up such a texture or maybe has some free texture stuff for experimenting around with those post process materials.
To do the distortion, place a node called “SceneTexture” and select “SceneColor”. Then place down “ScreenPosition”. that is your base UVs. Then houk up “ScreenPosition” with some scaling as the UVs for your normal map. now place a component mask and mask the RG components that normal map. Add a multiply with a scalar parameter and call it “Distortion Intensity”. Then add that result to the “ScreenPosition” node and then hook up the result into the UVs of your scene texture.
To do the apply the material you simply need to make a material, set it to be in the “Post Process” domain, and then apply it as a blendable to a post process volume.