water_surface
The demo's water. A blend-queue surface shader that reads the lit opaque scene standing behind its own fragment, displaces that read by the slope of a wave field it builds in the surface's own tangent frame, absorbs it through the water's colour, and lays a Fresnel sky sheen, a s…
water_surface
The demo's water. A blend-queue surface shader that reads the lit opaque scene standing behind its own fragment, displaces that read by the slope of a wave field it builds in the surface's own tangent frame, absorbs it through the water's colour, and lays a Fresnel sky sheen, a sun glint and shoreline foam over the result.
Because the wave field lives in the surface's tangent frame rather than in
world XZ, the one shader serves a level pond, a sloping channel and a vertical
fall: flow is metres per second along that frame's two axes, so a fall scrolls
its foam downward and a channel scrolls it south.
Its shoreline is measured, not authored: the shader compares its own fragment depth against the opaque scene's depth at the same pixel, so where marble rises through the water the surface fades out and turns to foam instead of cutting a straight line across the stone.
Consumed by noon.water through water_court, water_flow, water_fall and
water_still.
Scoped to this part · feeds back into the world's score.