Gerstner waves for planets and flat worlds
- This plugin doesn't provide any mesh quadtree/LOD system. You have to use your own, or take advantage of other plugins like Voxel Plugin or Worldscape.
- Meshes that are used in the example scenes were just subdivided to achieve the desirable level of detail.
- Spherical oceans can be moved and rotated (check example map)
- You can have more than one planet with a spherical ocean in the scene
- Wave foam
- Texture-based scrolling normals on top of displacement normals
- Additional masks that you might want to use:
- Distance to vertex
- Distance field mask (can be used to fade off World Position Offset and normals)
- Beach mask based on depth (for beach foam, only pixel shader)
- Specular highlight mask
- Sun reflection mask
- Buoyancy
- Planet gravity using Unreal's native movement component
- Subsurface scattering
- Better foam masking and fading out
- Custom screen-space reflections based on ocean shader with greater control compared to standard SSR
- Playable character
- Drivable boat
- (Possibly) CPU async or shader based mesh LOD system
- https://www.facebook.com/aaalikin/
- Discord: scrappy526
- I'm open for contributors