/Wavy-water

Wavy Water

Primary LanguageC#MIT LicenseMIT

Wavy Water

It's my attempt to create a wavy water shader using Gerstner waves and the Tessellation technique for better performance in Unity/HLSL. It's an ongoing project, and I'm always trying to add new features and resolve issues in my free time.

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Features

Control over:

  • Three Gerstner waves
  • Tessellation
  • Depth based transparency
  • Foam based on waves height and depth

To Do

  • Fixing Normal calculation issues on sharp wave peaks
  • Optimizing variables precision
  • Using a Flow map for wave directions

Used resources

Shader MakrDown https://github.com/needle-tools/shadergraph-markdown
Initial Tessletation Setup https://gist.github.com/NedMakesGames/808a04367e60947a7966976f918081b2
Catlikecoding Flow Tutorial https://catlikecoding.com/unity/tutorials/flow/waves/
HDR Sky: https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky