Procedural Ocean Wave Generation
A downloadable asset pack
Wrote up a couple of compute shaders utilizing Grestner wave formulas to produce some semi-realistic waves. These are then written to a compute buffer which is used to displace a mesh and then a custom wave shader is used to process refraction. This was a really fun project and what initially got me into procedural generation.
Status | Prototype |
Category | Assets |
Author | Kees Tucker |
Tags | Unity |
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