Unreal Engine 4 - 64 Gerstner Waves

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Ocean Shader on an Island: If you&curious about how this was done, you can find this Shader at: 64 Gerstner waves done in HLSL. I choose not to use any RT so nothing is dynamic. - Blurry refraction depending on the water depth - Foam were it should have some... - Fake subsurface to have a better look and response to any light - Detail normals - Amplitude waves are filtered via a FlowMap In the video I play with the maximum amplitude then different random Spectrum. Note: Since this material is for another bigger scene, it uses a wrong DepthMap/FlowMap hence the wrong water color and weird wave directions. #shaders

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