Dynamic physical ocean

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I do think is awesome - but I’m still wondering if you’d ever go to the less performance intensive route of doing the waves in code, generating a render target from there and using that in the material shader? As mentioned before, It’d remove the need to read from the heightmap entirely, and as a cheeky bonus, objects could influence the water shader too, instead of it being only one-way interaction :wink:
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In my last video, I’ve abandoned the render target approach.