No particles. Gerstner Wave shader + analytical splashes
A test from summer of 2016 of a gerstner wave shader, utilizing distance fields for analytical splashes. All splashes are a single mesh here, using a masked flipbook texture. Splash flipbook texture by Tim Elek from paragon, but I am doing some tempAA dither to make the masked material appear translucent, which kinda makes it look screwy and smeared. It does look a bit ’floaty’, just tricky to tweak that with an analytical effect.
This effect is meant to be supplemented with some actual timed splashes for
28 views
599
228
2 months ago 00:08:44 1
RTX 4090 | Skyrim Ultra Modded - 4K
2 months ago 00:10:20 1
Plot Twist: There’s No Dark Matter. Our Theory of Gravity is Broken
2 months ago 01:00:23 1
8D Bilateral Hypnosis | Deep Sleep Music - Lucid Dreaming