Water/Underwater & Sky Shader

Martins writes:

This is an update video to one of my oldest projects in the making. previous video. Nothing much has changed since the last video, I just have a better computer now and I recorded it in a higher quality and framerate.

The water shader is based on my own observations.
it features:

  • reflection with accurate fresnel refectance model
  • refraction with chromatic aberration
  • projected caustics on geometry from the water surface based on normals
  • seamless transition to underwater (no fake fog added)
  • accurate water volume with light scattering
  • incident and light ray color extinction based on water color and sunlight
  • simple coastline detection based on terrain`s height-map

does not yet feature:

  • displaced water geometry
  • underwater particles
  • underwater light rays from caustics

Sky model is based on Preetham, but implementation is from Simon Wallner, with a significant (artistic) changes done by myself.

I have also included an overly exaggerated experimental glitter shader and a completely procedural “water droplets on lens” shader.

sound files from freesounds.org

Link

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