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For a water shader it is often necessary to support both transparency and reflections. In a lot of cases this can be worked around with reflection probes, but the need for SSR stands, especially because SSR works quiet well for water. The only solution is to write a custom SSR shader for that matter.
This is a full water shader implementation in a demo project supporting:
- Screen Space Reflection
- Transparency
- 3D waves
- Edge detection
- Normal textures for a varied surface
- Fake Refraction (might not work
Changelog for version 0.1.0-alpha
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