Physical Ocean Surface - Developing a Realistic Water Shader

Physical Ocean Surface can be used in different ways. You can just use the included water material, but you can also use it to improve an existing water material. Here is an example how this can work.

The VehicleGame example (available for free in the Launcher) comes with a water shader. Let’s try to improve this shader with Physical Ocean Surface.

First, here is a video of the shader that is included in VehicleGame:

e08cb8815ea405b07b84834eb5e403eaffe7597f.jpeg](http://gfycat.com/GrotesqueUnhappyAsiaticlesserfreshwaterclam)

Now, to create an improved water material we merge the VehicleGame water shader with the Physical Ocean Surface water shader. At the “Normal” and “World Position Offset” inputs we connect the the Physical Ocean Surface material nodes, at the other inputs (BaseColor, Metallic, Roughness) we use thte material nodes from the VehicleGame water material. Here is a video the result:

53a241b27c9b7bfb2690e48fa9d393581b0bc6f6.jpeg](http://gfycat.com/RepulsiveFriendlyKestrel)

I’m planning to use this as an example in my documentation, you will get detailed instructions how to merge Physical Ocean Surface with an existing water material.