Proper Shoreline Material

This isn’t for me, it’s for the community, nothing like this exists on the marketplace right now, and my interests aren’t selfish. Purely for progress though.

That’s the reason I made a thread, so we can all get our heads together (The people who actually want this) and eventually it’ll be a free downloadable community project.

pretty sad there’s no progress on this.

I’m considering working on this because I’m pretty sure the project I’m working on will need it eventually. If I get good results, I’ll be sure to share them here.

2+ years and still no updates.

Mostly because it’s simply Not possible give what the material has available as far as nodes go.

The material cannot know how far under a given vertex the actual landscape sits. That data is needed in order to implement any mathematical function.
You can fake it, but it generally looks like trash.

There was a monthly free marketplace water material pack with a ocean shore material.

The pack content looks decent but it’s not exactly usable in large scale.
It’s also made to work with either vertex paint or separate shoreline meshes. Both of which have their drawbacks when you are working on a large environment.

The only thing I could think of to pull this off correctly is to actively read the train’s heightmap values at runtime to determine the position or the fade of the wave.

Needless to say it would be rather expensive to do so every frame for every portion of the ocean.

I like this idea though.
granted, this too is a nightmare to create and manage for my map. Which features a gulf like area.
https://eidosmontreal.com/en/news/hitman-ocean-technology

Unreal 5.1 Beach tours and stock water shore lapping tutorial. - YouTube this is a video I found. Id spent years trying to figure all this out. While its not perfect, but he came up with a cool technique that maybe you all can build upon. :slight_smile: