I’m working on Loading Human VR game and preparing some useful materials for our project.
After some days mixing different ideas here is the result for our sea shader: I tried to mimic (as read on a paper about Assassin’s Creed Black Flag) the Beaufort scale.
I have some parameters such as basic colors and textures, but the overall look is driven by the beafort parameter (from value 1 to 12).
I wanted to generate waves displacement using FFT, but after some tests I decided to use a texture with different cloud patterns stored in its channels.
There is also a “foam” texture with some variations.
What do you think about it?
It will be amazing to have a sort of “collision detection” with the landscape in order to block waves from passing through rocks and stuff…
I’m also thinking about opacity: it could be great to have my sea transparent depending on its depth, but I’m having some problems with it.