Cyberpunk Ocean Shader

Was toying around with vertex-color driven animation in UDK, came up with this.

//youtu.be/KElJA_gieYQ

I made a script to give some random vertex colors to specific verts of a grid-like mesh. I wanted to use the data to drive animation, random z-offset, and masks for color gradients.

I then started toying around with some sine waves, and ways to get some natural looking movement to the ocean itself.

Since it’s implementation, i broke up the constant repetition of the horizontal waves with a vertical wave that gives the white caps a more interesting feel.

Speaking of white caps, i am simply using a world-space height based mask to compute when the color should turn white. If the pixel is higher than, say… 48 units in world space, it will turn white.

Very cool! When I first saw an image of it (slow buffering…) I thought it looked interesting but flat, but in motion it works really well!

Now… how do we get this into minecraft…

Love it and +1 for minecraft!! I bet it would also look amazing with some basic fluid simulation on the water. Like driving a jet ski around on it and leaving a sweet digitized wake.

Tron version of Wave Race 64? :slight_smile: Nice stuff Ryan.