Water Technology of Uncharted
Reflection with bump
Refraction - depth based color ---- with bump will have jitter is good
Foam - modulated by wave's amplitude
Modify its normal let water flow is followed.
Flow shader: vector field to advent mesh properties.
two texture: blend and UV have different move vector. (distort)
Blend between two flow textures, one offset in phase by t/2.
offset the placement after each cycle
offset uv starting to minimize distortion
offset in space the phase
Use texture feedback to get extra motion
each vertex moves on a circular pattern at different phase
can used for clouds, sand, snow, psychedelic effects....
Water in Uncharted 3
open ocean, 100+ meters waves
Waves drive boats and hips
Wave system : procedural, parametric, deterministic, LOD
Wave particles is uncharted 3 solution
fast and institutive
composition of displacement grids at different scales, fade out by distance
Flow grid: encode flow, foam, amplitude multiplier in a grid.
Big wave: create biplane...
LOD: many way to create water mesh.
Screen projected grid --- aliasing artifacts
Quasi projected grid --- issues handling.
Modify from irregular geometry clipmaps.
Culling out patches leave from camera.
culling using portal with ballroom