Ocean Rendering

Posted: October 29, 2009 in Real-Time Rendering

Been workin on my ocean shader recently. Its very basic at the moment, and simply uses normal maps for shading and height maps for depth. The mesh itself is a radial clump of vertices that follows the camera around, where the vertices move further apart with distance from the camera. I use procedural noise for the normal mapping and depth map render targets for the depth of the water, so it has no static dependencies in relationship to the rest of the environment. I still want to add :

  • A better merge of the shallow water and the terrain, maybe something like froth as Crytek does
  • Some kind of wave system for the shallow water
  • Splash particles effect for interactions with the water
  • An underwater view
  • Caustics and GodRays

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