Hey everyone,
I made an interactive water shader test to see if it is doable without C++.
The goals of this test were the following:
-Create an interactive water material entirely within the material editor.
-Must be fast enough to be used in a game and not just a tech demo.
-Blueprint driven (no C++ involved).
-Pack it into a single material function so it can be applied to any water material.
I can't say I'm super satisfied with the performance, it's over 600 instructions already just for the displacement (there should be room for improvement theoretically though) but the fact I was able to achieve this within a couple of hours is good enough for me

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Here is test #2:
Added buoyancy, faked caustics, normals, refraction etc.
I made an interactive water shader test to see if it is doable without C++.
The goals of this test were the following:
-Create an interactive water material entirely within the material editor.
-Must be fast enough to be used in a game and not just a tech demo.
-Blueprint driven (no C++ involved).
-Pack it into a single material function so it can be applied to any water material.
I can't say I'm super satisfied with the performance, it's over 600 instructions already just for the displacement (there should be room for improvement theoretically though) but the fact I was able to achieve this within a couple of hours is good enough for me


----------------------------
Here is test #2:
Added buoyancy, faked caustics, normals, refraction etc.
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