ocean shader small tweaks

This commit is contained in:
Turánszki János
2024-07-06 12:01:32 +02:00
parent b1c822f493
commit 957b06269a
+2 -2
View File
@@ -32,7 +32,7 @@ float4 main(PSIn input) : SV_TARGET
[branch]
if (GetCamera().texture_waterriples_index >= 0)
{
gradient.rg += bindless_textures_float2[GetCamera().texture_waterriples_index].SampleLevel(sampler_linear_clamp, ScreenCoord, 0).rg * 0.1;
gradient.rg += bindless_textures_float2[GetCamera().texture_waterriples_index].SampleLevel(sampler_linear_clamp, ScreenCoord, 0).rg * 0.01;
}
Surface surface;
@@ -119,7 +119,7 @@ float4 main(PSIn input) : SV_TARGET
#if 1
// FOAM:
float foam_shore = saturate(exp(-water_depth * 2));
float foam_shore = saturate(exp(-water_depth * 4));
float foam_simplex = 0;
foam_simplex += smoothstep(0, 0.8, noise_simplex_2D(surface.P.xz * 1 + GetTime()));
foam_simplex += smoothstep(0, 0.8, noise_simplex_2D(surface.P.xz * 2 + GetTime()));