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Water shader improvements
- Landon Townsend
- May 25, 2019
- 1 min read
Updated: Jan 17, 2022
I felt like my water shader needed an improvement, so I went to look into tessellation and vertex displacement. With surface shaders, Unity makes those two things very easily. So I got a noise texture and used multiple scrolling noise texture heightmaps to generate the vertex displacement, and a normal map of the noise texture to generate new normals. After doing that and touching up the color, the result was this: