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.
Control over:
- Three Gerstner waves
- Tessellation
- Depth based transparency
- Foam based on waves height and depth
- Fixing Normal calculation issues on sharp wave peaks
- Optimizing variables precision
- Using a Flow map for wave directions
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