I’m testing out new ideas for how I can achive foaming in my polywater shader without the use of textures, and I got this idea that maybe wireframing the shoreline would give a nice effect. At the moment I’m not sure about what I think.. a bit too styliced perhaps..
So I’ve rebuilt my low poly water shader from scratch! The reason for the rebuild is that the shader I had, and have shared on here was quite limited platform wise, only worked in forward rendering and on DX11 capable hardware, which felt veeery limiting.. So fast forward to today, and I’ve got my New Universal Shader running on everything! With reflections working on supported platforms, and also I now detect where water is shallow to get the foamy look along the shore..
Edit: This is what it can look like in action:
Screenshots from iPhone:
It looks awesome on the iPhone, but no reflections on my iPhone 5 (Edit: Reflections are working!).. Which only supports Open GL ES2.0 i think.. Will test on 6S soon. On tvOS it does not look that nice, but I think that has something to do with the way lighting is done on that platform, not sure! (Edit: It now looks really good! Quality settings was wrong!)