Oh nice, thanks for the link! I suppose if you did have vertex waves you could perform the same calculation and feed it the wave-part of the shader to calculate the offset from Z. If everythings in world-space that should work quite well.
Oh nice, thanks for the link! I suppose if you did have vertex waves you could perform the same calculation and feed it the wave-part of the shader to calculate the offset from Z. If everythings in world-space that should work quite well.