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Totally agree that there's room to look more water-y (depending on your application's needs). One thing that can be done is playing around with the numbers / u
by chinedufn 8y ago
Totally agree that there's room to look more water-y (depending on your application's needs).
One thing that can be done is playing around with the numbers / uniforms in the fragment shader to change the look. For many use cases you can get pretty far with that without actually changing the implementation in this demo.
If a more physically based level of realism is needed (like the water ripples on click in the demo that you linked) you can use techniques like height simulation based on a wave equation [1].
You'll of course need to balance realism with realtime feasibility - but often times getting a much better look comes down to tweaking some numbers until things look good!
[1] - https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch01.html https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch01.ht...