Hi people!
I’ve been working on an ocean shader recently and I’m happy with the results so far except I’m getting a couple of artifacts that I’m wondering if anyone can help resolve.
I’m using a lerp between scene colour and ocean colour to simulate opacity, and distorting the scene UV’s to simulate refraction. This works great except I’m getting a fringe around submerged objects between the depth test and the distorted scene UV’s (see 1st screenshot). I understand why this is occurring I’m just not sure how to work around it.
My second issue is that World Displacement is pushing off-screen non-tessellated faces into view, causing a seam close to the camera between the tessellated and non-tessellated faces (see 2nd screenshot). Playing with the tessellation multiplier and a camera distance solution doesn’t seem to fix this, I thought I could fix it by forcing faces close to the camera to always be tessellated, or just try forcing max tessellation all the time to see if that would work. However I think this goes a bit deeper than that, as I imagine the faces out of view will not be considered for tessellation at all.
Any help with this will be much appreciated!



