An advanced dynamic water material with instance controls.
- The material uses Unreal Engine's single layer water shading model handling scattering and absorption.
- Blends two tiled normal maps that are panning across the water plane for realistic surface ripples.
- I exposed a lot of parameters that that control the appearance of the water and are good for art direction such , wave speed and direction, specular min/max, scattering, absorption and how light refracts through the surface.
- There are also controls for the blend between small local edge ripples and larger global wave displacement.
- Dynamic effects such as distance field displacement and foam effects around where objects are placed in the water. Controls were also created for the range and amount of displacement and foam.
Tweaking parameters of a water material instance