My engine build currently has a bunch of stuff integrated, including nVidia’s WaveWorks, which I’m, obviously, using for my water rendering.
I’m trying to create a good shoreline response into the WaveWorks material, but I’m having difficulties grabbing the depth from the landscape inside the material since I can’t use the DepthFade node in the tessellated part of the material. WaveWorks is also too heavy to render twice (ie, a depth-only pass).
Are there any other methods I can employ to get the current depth from the landscape? I tried using the landscape’s height map, but I was having difficulties getting a reliable world position since WaveWorks uses an infinite plane to render according to camera position.