Water transition posteffect with waterline

Demo: GEAR
Source: GitHub - chasergit/big_scene

The scene has: water, grass, lightmap, instanced grass, files loader, sound engine, gun etc.

Todo list: shooting into water with foam, sailing on a boat, jumping into water, the sound of waves when approaching the edge of the water.

Q - apply water, lightmap, grass, postprocess shaders changes realtime if files are changed.
E - change the position of the sun.

Performance GPU:
underwater_pass: 0.42ms
underwater_ripples_pass: 0.30ms
water mesh, refraction depth, water depth: 0.65ms
correction_pass: 0.16ms
total scene with terrain etc: 4ms

13 Likes

Awesommmme!!!

1 Like

Added shadows to water and caustics.

8 Likes

Open source?

Yes, freeware

GitHub address?

Not finished yet. Maybe in this year

Water styles, movement of the sun.

5 Likes

Added water types: lake, infinite ocean.
Added lods for lake and ocean.
Added waterline for waves.

4 Likes

Impressive1

1 Like

Stunning effect, really looking forward to seeing the finished work.

1 Like

Wet sand, water styles.

4 Likes

Water on face

4 Likes

Interesting project! Getting waves to merge with the shore is a big challenge, especially if you are trying to add breaking waves. Are you using an iFFT wave generator?

1 Like

First waves was from here GLSL Sandbox; but now removed.
Now use 3 gerstner waves for future ray intersectioon, buyonce.

If you are using WebGPU and later need more waves/control, you can use my Ocean module, which you can use to generate iFFT waves for a three.js plane. (But you probably know that.)

In the meantime, during the development process, simpler is probably better.

I have not tried to create something with a nice shoreline yet, so I am interested to see what you come up with. It looks like the geometry/color of the lakebed/ocean floor is a key factor.

All big stuffs finished. In future if i will have time then add byounce, shoot foams, boats foams, 3d wave sounds depending of distance to shore, player diving by clicking space bar, optimised checking player and wave intersection then jump from air to water. But better use flat water or with very small waves for using ray intersection with only 2 triangles - square when shoot. Flat ocean looks pretty good.

1 Like

Added demo and source to first post.

3 Likes

Did you use FFT?

No. Gerstner waves.

1 Like