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Ocean Details
pjcozzi edited this page Dec 12, 2012
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Implementation ideas for rendering the ocean.
- Fresnel - reflection and refraction depend on the view angle.
- Use specular map so when water is near land,
- it flows differently
- it is shallower and therefore animates and renders differently.
- Use dynamic branch to discard fragments based on distance. No need to perform all the wave sampling when the
fadeFactor
is going cancel out the effect. - Utilize the alpha channel in the
baseWaterColor
andblendColor
to add additional translucency to the water. May be useful to view terrain, models, etc. under the water.
- Done: Implement by creating a material with Fabric.
- Done: We have noise functions to animate the water. Check the reference help for our GLSL built-ins.
- Done: Use a specular map so we know what is water and what is land. Let's not worry about the resolution for the moment. Coastlines will look bad.
- Assassin’s Creed III: The tech behind (or beneath) the action
- Must read: Regarding Water
- GPU Pro 2, Page 307
- ShaderX 2, Page 207
- A few words in LEAN Mapping
- A few demos from Humus
- WebGL Demos