Exploring Fft Ocean In Unity 2018 1
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- new calculation of the surface normals, subsurface scattering effect, extensions to the foam system
- it is based on the nvidia algorithms (presented in nvSdk).
- some new tests and impressions during work in progress ...
- pure Phillips Spectrum with real-time foam, rendered using the
- modified Phillips Spectrum with real-time foam, rendered using the
In-Depth Information on Fft Ocean In Unity 2018 1
own shader, but until now only Fresnel effect implemented. some new tests and impressions during work in progress ... another foam variation some new tests and impressions during work in progress ...
The main routines are now running with compute shaders and the
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