Low-Poly Water start
My game development this past week has been on pushing myself into shader code and vertex manipulation / displacement. Math heavy stuff, which is um, unlike me but that’s the challenge.
Haven’t much to show for it yet because it’s been a process of trying things –> tossing things away –> trying again. Getting there though (I hope).
On that note, here’s my early work so far on a low-poly water shader. I’d like to get to a rushing-river effect eventually, but currently this wave / cross-wave displacement will do.
The depth part of the shader is a bit messed up, but I can’t test that until I do a proper scene (where the water actually has depth, hah).