I have been tweaking my Ocean water Shader and i decided to make an indoor water shader based on it
This version uses a whole new 'soft edge' technique as well as depth bias reflection and distortion opacity along with improved real-time reflection blur
I am currently testing a version which takes the nroma output from the fluidsurface actor and adds it to the tessellation, i'll post a video for that once it's more refined
The video quality got overly compressed during upload...
*Watch in HD*
This version uses a whole new 'soft edge' technique as well as depth bias reflection and distortion opacity along with improved real-time reflection blur
I am currently testing a version which takes the nroma output from the fluidsurface actor and adds it to the tessellation, i'll post a video for that once it's more refined
The video quality got overly compressed during upload...
*Watch in HD*
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