Greetings, I’ve been working on this shader for the past few weeks trying to achieve an ocean shader similar to Rime and The Witness. So far I’m pretty happy with the work I’ve done since I’m was very rough on my shader tech knowledge. Everything I put into this shader was from a collection of tutorials, hints and ideas pointed out in videos and posts from other forums. I’ve still got plans to add more stuff like gerstner waves, a 2nd shoreline effect, I still need to tie in via blueprint the wet sand and stone with the rising and lowering tide. There is one thing that I’m stuck on though and was hoping for help and that is to figure out how both in Rime and the Witness, how they add the swirly details behind the shoreline. It seems to follow along the contour which I have no idea how to achieve. I don’t know if there is someway to procedurally generate patterns on a mask with a material function or some trick I can use to achieve that look. For the shoreline, I’m using distancetonearestsurface with mesh distance fields. Here is a pic of the work so far. If anyone has any ideas on how to get that look, I’d love to hear about it.
Here are a couple pics of my progress and an additional image as reference.
https://media.playstation.com/is/image/SCEA/rime-screen-01-ps4-us-20aug14?$MediaCarousel_Original$