Renders the provided geometry as a procedurally animated, OIT-compatible
water surface. The wave field is sampled from a North-Sea JONSWAP spectrum
driven by the wind speed (m/s); the visible waves are reconstructed per-pixel
as surface normals (plus a fine micro-ripple layer up close), all evaluated
in world X/Z space so the pattern is continuous across tiled patches with no
repeating texture assets. Level-of-detail uses per-wave footprint
anti-aliasing, so there is no visible LOD ring. Transparency is Fresnel-driven
(see-through looking down, reflective at grazing angles) and composites
correctly with the other transparent subsurface geometry through the
OITRenderPass.
Stylized animated ocean surface.
Renders the provided geometry as a procedurally animated, OIT-compatible water surface. The wave field is sampled from a North-Sea JONSWAP spectrum driven by the wind speed (m/s); the visible waves are reconstructed per-pixel as surface normals (plus a fine micro-ripple layer up close), all evaluated in world X/Z space so the pattern is continuous across tiled patches with no repeating texture assets. Level-of-detail uses per-wave footprint anti-aliasing, so there is no visible LOD ring. Transparency is Fresnel-driven (see-through looking down, reflective at grazing angles) and composites correctly with the other transparent subsurface geometry through the OITRenderPass.