491 lines
18 KiB
Markdown
491 lines
18 KiB
Markdown
# Water & Ocean Rendering Skill
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## Use Cases
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- Rendering water body surfaces such as oceans, lakes, and rivers
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- Water surface reflection/refraction, Fresnel effects
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- Underwater caustics lighting effects
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- Waves, foam, and water flow animation
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## Core Principles
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Water rendering solves three problems: **water surface shape generation**, **light-water surface interaction**, and **water body color compositing**.
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### Wave Generation: Exponential Sine Stacking + Derivative Domain Warping
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`wave(x) = exp(sin(x) - 1)` — sharp wave crests (`exp(0)=1`), broad flat troughs (`exp(-2)≈0.135`), similar to a trochoidal profile but at much lower computational cost than Gerstner waves.
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When stacking multiple waves, use **derivative domain warping (Drag)**:
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```
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position += direction * derivative * weight * DRAG_MULT
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```
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Small ripples cluster on the crests of large waves, simulating capillary waves riding on gravity waves.
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### Lighting: Schlick Fresnel + Subsurface Scattering
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- **Schlick Fresnel**: `F = F0 + (1-F0) * (1-dot(N,V))^5`, water F0 ≈ 0.04
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- **SSS approximation**: thicker water layer at troughs → stronger blue-green scattering; thinner layer at crests → weaker scattering
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### Water Surface Intersection: Bounded Height Field Marching
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The water surface is constrained within a `[0, -WATER_DEPTH]` bounding box, with adaptive step size: `step = ray_y - wave_height`.
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## Implementation Steps
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### Step 1: Exponential Sine Wave Function
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```glsl
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// Single wave: exp(sin(x)-1) produces sharp peaks and broad troughs, returns (value, negative derivative)
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vec2 wavedx(vec2 position, vec2 direction, float frequency, float timeshift) {
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float x = dot(direction, position) * frequency + timeshift;
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float wave = exp(sin(x) - 1.0);
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float dx = wave * cos(x);
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return vec2(wave, -dx);
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}
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```
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### Step 2: Multi-Octave Wave Stacking with Domain Warping
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```glsl
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#define DRAG_MULT 0.38 // Domain warp strength, 0=none, 0.5=strong clustering
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float getwaves(vec2 position, int iterations) {
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float wavePhaseShift = length(position) * 0.1;
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float iter = 0.0;
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float frequency = 1.0;
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float timeMultiplier = 2.0;
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float weight = 1.0;
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float sumOfValues = 0.0;
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float sumOfWeights = 0.0;
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for (int i = 0; i < iterations; i++) {
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vec2 p = vec2(sin(iter), cos(iter)); // Pseudo-random wave direction
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vec2 res = wavedx(position, p, frequency, iTime * timeMultiplier + wavePhaseShift);
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position += p * res.y * weight * DRAG_MULT; // Derivative domain warp
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sumOfValues += res.x * weight;
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sumOfWeights += weight;
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weight = mix(weight, 0.0, 0.2); // Weight decay
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frequency *= 1.18; // Frequency growth rate
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timeMultiplier *= 1.07; // Dispersion
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iter += 1232.399963; // Uniform direction distribution
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}
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return sumOfValues / sumOfWeights;
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}
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```
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### Step 3: Bounded Bounding Box Ray Marching
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```glsl
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#define WATER_DEPTH 1.0
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float intersectPlane(vec3 origin, vec3 direction, vec3 point, vec3 normal) {
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return clamp(dot(point - origin, normal) / dot(direction, normal), -1.0, 9991999.0);
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}
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float raymarchwater(vec3 camera, vec3 start, vec3 end, float depth) {
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vec3 pos = start;
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vec3 dir = normalize(end - start);
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for (int i = 0; i < 64; i++) {
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float height = getwaves(pos.xz, ITERATIONS_RAYMARCH) * depth - depth;
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if (height + 0.01 > pos.y) {
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return distance(pos, camera);
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}
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pos += dir * (pos.y - height); // Adaptive step size
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}
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return distance(start, camera);
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}
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```
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### Step 4: Normal Calculation and Distance Smoothing
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```glsl
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#define ITERATIONS_RAYMARCH 12 // For marching (fewer = faster)
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#define ITERATIONS_NORMAL 36 // For normals (more = finer detail)
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vec3 calcNormal(vec2 pos, float e, float depth) {
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vec2 ex = vec2(e, 0);
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float H = getwaves(pos.xy, ITERATIONS_NORMAL) * depth;
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vec3 a = vec3(pos.x, H, pos.y);
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return normalize(
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cross(
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a - vec3(pos.x - e, getwaves(pos.xy - ex.xy, ITERATIONS_NORMAL) * depth, pos.y),
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a - vec3(pos.x, getwaves(pos.xy + ex.yx, ITERATIONS_NORMAL) * depth, pos.y + e)
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)
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);
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}
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// Distance smoothing: normals approach (0,1,0) at far distances
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// N = mix(N, vec3(0.0, 1.0, 0.0), 0.8 * min(1.0, sqrt(dist * 0.01) * 1.1));
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```
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### Step 5: Fresnel Reflection and Subsurface Scattering
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```glsl
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float fresnel = 0.04 + 0.96 * pow(1.0 - max(0.0, dot(-N, ray)), 5.0);
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vec3 R = normalize(reflect(ray, N));
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R.y = abs(R.y); // Force upward to avoid self-intersection
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vec3 reflection = getAtmosphere(R) + getSun(R);
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vec3 scattering = vec3(0.0293, 0.0698, 0.1717) * 0.1
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* (0.2 + (waterHitPos.y + WATER_DEPTH) / WATER_DEPTH);
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vec3 C = fresnel * reflection + scattering;
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```
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### Step 6: Atmosphere and Tone Mapping
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```glsl
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vec3 extra_cheap_atmosphere(vec3 raydir, vec3 sundir) {
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float special_trick = 1.0 / (raydir.y * 1.0 + 0.1);
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float special_trick2 = 1.0 / (sundir.y * 11.0 + 1.0);
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float raysundt = pow(abs(dot(sundir, raydir)), 2.0);
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float sundt = pow(max(0.0, dot(sundir, raydir)), 8.0);
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float mymie = sundt * special_trick * 0.2;
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vec3 suncolor = mix(vec3(1.0), max(vec3(0.0), vec3(1.0) - vec3(5.5, 13.0, 22.4) / 22.4),
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special_trick2);
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vec3 bluesky = vec3(5.5, 13.0, 22.4) / 22.4 * suncolor;
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vec3 bluesky2 = max(vec3(0.0), bluesky - vec3(5.5, 13.0, 22.4) * 0.002
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* (special_trick + -6.0 * sundir.y * sundir.y));
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bluesky2 *= special_trick * (0.24 + raysundt * 0.24);
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return bluesky2 * (1.0 + 1.0 * pow(1.0 - raydir.y, 3.0));
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}
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vec3 aces_tonemap(vec3 color) {
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mat3 m1 = mat3(
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0.59719, 0.07600, 0.02840,
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0.35458, 0.90834, 0.13383,
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0.04823, 0.01566, 0.83777);
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mat3 m2 = mat3(
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1.60475, -0.10208, -0.00327,
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-0.53108, 1.10813, -0.07276,
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-0.07367, -0.00605, 1.07602);
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vec3 v = m1 * color;
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vec3 a = v * (v + 0.0245786) - 0.000090537;
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vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
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return pow(clamp(m2 * (a / b), 0.0, 1.0), vec3(1.0 / 2.2));
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}
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```
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## Complete Code Template
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Can be pasted directly into ShaderToy to run. Distilled from `afl_ext`'s "Very fast procedural ocean".
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```glsl
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// Water & Ocean Rendering — ShaderToy Template
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// exp(sin) wave model + derivative domain warp + Schlick Fresnel + SSS
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// ==================== Tunable Parameters ====================
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#define DRAG_MULT 0.38
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#define WATER_DEPTH 1.0
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#define CAMERA_HEIGHT 1.5
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#define ITERATIONS_RAYMARCH 12
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#define ITERATIONS_NORMAL 36
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#define RAYMARCH_STEPS 64
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#define NORMAL_EPSILON 0.01
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#define FRESNEL_F0 0.04
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#define SSS_COLOR vec3(0.0293, 0.0698, 0.1717)
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#define SSS_INTENSITY 0.1
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#define SUN_POWER 720.0
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#define SUN_BRIGHTNESS 210.0
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#define EXPOSURE 2.0
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// ==================== Wave Functions ====================
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vec2 wavedx(vec2 position, vec2 direction, float frequency, float timeshift) {
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float x = dot(direction, position) * frequency + timeshift;
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float wave = exp(sin(x) - 1.0);
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float dx = wave * cos(x);
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return vec2(wave, -dx);
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}
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float getwaves(vec2 position, int iterations) {
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float wavePhaseShift = length(position) * 0.1;
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float iter = 0.0;
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float frequency = 1.0;
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float timeMultiplier = 2.0;
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float weight = 1.0;
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float sumOfValues = 0.0;
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float sumOfWeights = 0.0;
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for (int i = 0; i < iterations; i++) {
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vec2 p = vec2(sin(iter), cos(iter));
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vec2 res = wavedx(position, p, frequency, iTime * timeMultiplier + wavePhaseShift);
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position += p * res.y * weight * DRAG_MULT;
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sumOfValues += res.x * weight;
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sumOfWeights += weight;
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weight = mix(weight, 0.0, 0.2);
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frequency *= 1.18;
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timeMultiplier *= 1.07;
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iter += 1232.399963;
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}
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return sumOfValues / sumOfWeights;
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}
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// ==================== Ray Marching ====================
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float intersectPlane(vec3 origin, vec3 direction, vec3 point, vec3 normal) {
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return clamp(dot(point - origin, normal) / dot(direction, normal), -1.0, 9991999.0);
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}
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float raymarchwater(vec3 camera, vec3 start, vec3 end, float depth) {
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vec3 pos = start;
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vec3 dir = normalize(end - start);
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for (int i = 0; i < RAYMARCH_STEPS; i++) {
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float height = getwaves(pos.xz, ITERATIONS_RAYMARCH) * depth - depth;
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if (height + 0.01 > pos.y) {
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return distance(pos, camera);
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}
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pos += dir * (pos.y - height);
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}
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return distance(start, camera);
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}
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// ==================== Normals ====================
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vec3 calcNormal(vec2 pos, float e, float depth) {
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vec2 ex = vec2(e, 0);
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float H = getwaves(pos.xy, ITERATIONS_NORMAL) * depth;
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vec3 a = vec3(pos.x, H, pos.y);
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return normalize(
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cross(
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a - vec3(pos.x - e, getwaves(pos.xy - ex.xy, ITERATIONS_NORMAL) * depth, pos.y),
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a - vec3(pos.x, getwaves(pos.xy + ex.yx, ITERATIONS_NORMAL) * depth, pos.y + e)
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)
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);
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}
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// ==================== Camera ====================
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#define NormalizedMouse (iMouse.xy / iResolution.xy)
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mat3 createRotationMatrixAxisAngle(vec3 axis, float angle) {
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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return mat3(
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oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
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);
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}
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vec3 getRay(vec2 fragCoord) {
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vec2 uv = ((fragCoord.xy / iResolution.xy) * 2.0 - 1.0) * vec2(iResolution.x / iResolution.y, 1.0);
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vec3 proj = normalize(vec3(uv.x, uv.y, 1.5));
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if (iResolution.x < 600.0) return proj;
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return createRotationMatrixAxisAngle(vec3(0.0, -1.0, 0.0), 3.0 * ((NormalizedMouse.x + 0.5) * 2.0 - 1.0))
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* createRotationMatrixAxisAngle(vec3(1.0, 0.0, 0.0), 0.5 + 1.5 * (((NormalizedMouse.y == 0.0 ? 0.27 : NormalizedMouse.y)) * 2.0 - 1.0))
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* proj;
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}
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// ==================== Atmosphere ====================
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vec3 getSunDirection() {
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return normalize(vec3(-0.0773502691896258, 0.5 + sin(iTime * 0.2 + 2.6) * 0.45, 0.5773502691896258));
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}
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vec3 extra_cheap_atmosphere(vec3 raydir, vec3 sundir) {
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float special_trick = 1.0 / (raydir.y * 1.0 + 0.1);
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float special_trick2 = 1.0 / (sundir.y * 11.0 + 1.0);
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float raysundt = pow(abs(dot(sundir, raydir)), 2.0);
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float sundt = pow(max(0.0, dot(sundir, raydir)), 8.0);
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float mymie = sundt * special_trick * 0.2;
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vec3 suncolor = mix(vec3(1.0), max(vec3(0.0), vec3(1.0) - vec3(5.5, 13.0, 22.4) / 22.4), special_trick2);
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vec3 bluesky = vec3(5.5, 13.0, 22.4) / 22.4 * suncolor;
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vec3 bluesky2 = max(vec3(0.0), bluesky - vec3(5.5, 13.0, 22.4) * 0.002 * (special_trick + -6.0 * sundir.y * sundir.y));
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bluesky2 *= special_trick * (0.24 + raysundt * 0.24);
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return bluesky2 * (1.0 + 1.0 * pow(1.0 - raydir.y, 3.0));
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}
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vec3 getAtmosphere(vec3 dir) {
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return extra_cheap_atmosphere(dir, getSunDirection()) * 0.5;
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}
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float getSun(vec3 dir) {
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return pow(max(0.0, dot(dir, getSunDirection())), SUN_POWER) * SUN_BRIGHTNESS;
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}
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// ==================== Tone Mapping ====================
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vec3 aces_tonemap(vec3 color) {
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mat3 m1 = mat3(
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0.59719, 0.07600, 0.02840,
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0.35458, 0.90834, 0.13383,
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0.04823, 0.01566, 0.83777);
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mat3 m2 = mat3(
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1.60475, -0.10208, -0.00327,
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-0.53108, 1.10813, -0.07276,
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-0.07367, -0.00605, 1.07602);
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vec3 v = m1 * color;
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vec3 a = v * (v + 0.0245786) - 0.000090537;
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vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
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return pow(clamp(m2 * (a / b), 0.0, 1.0), vec3(1.0 / 2.2));
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}
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// ==================== Main Function ====================
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec3 ray = getRay(fragCoord);
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if (ray.y >= 0.0) {
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vec3 C = getAtmosphere(ray) + getSun(ray);
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fragColor = vec4(aces_tonemap(C * EXPOSURE), 1.0);
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return;
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}
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vec3 waterPlaneHigh = vec3(0.0, 0.0, 0.0);
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vec3 waterPlaneLow = vec3(0.0, -WATER_DEPTH, 0.0);
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vec3 origin = vec3(iTime * 0.2, CAMERA_HEIGHT, 1.0);
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float highPlaneHit = intersectPlane(origin, ray, waterPlaneHigh, vec3(0.0, 1.0, 0.0));
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float lowPlaneHit = intersectPlane(origin, ray, waterPlaneLow, vec3(0.0, 1.0, 0.0));
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vec3 highHitPos = origin + ray * highPlaneHit;
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vec3 lowHitPos = origin + ray * lowPlaneHit;
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float dist = raymarchwater(origin, highHitPos, lowHitPos, WATER_DEPTH);
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vec3 waterHitPos = origin + ray * dist;
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vec3 N = calcNormal(waterHitPos.xz, NORMAL_EPSILON, WATER_DEPTH);
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N = mix(N, vec3(0.0, 1.0, 0.0), 0.8 * min(1.0, sqrt(dist * 0.01) * 1.1));
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float fresnel = FRESNEL_F0 + (1.0 - FRESNEL_F0) * pow(1.0 - max(0.0, dot(-N, ray)), 5.0);
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vec3 R = normalize(reflect(ray, N));
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R.y = abs(R.y);
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vec3 reflection = getAtmosphere(R) + getSun(R);
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vec3 scattering = SSS_COLOR * SSS_INTENSITY
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* (0.2 + (waterHitPos.y + WATER_DEPTH) / WATER_DEPTH);
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vec3 C = fresnel * reflection + scattering;
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fragColor = vec4(aces_tonemap(C * EXPOSURE), 1.0);
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}
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```
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## Common Variants
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### Variant 1: 2D Underwater Caustic Texture
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```glsl
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#define TAU 6.28318530718
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#define MAX_ITER 5
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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float time = iTime * 0.5 + 23.0;
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec2 p = mod(uv * TAU, TAU) - 250.0;
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vec2 i = vec2(p);
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float c = 1.0;
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float inten = 0.005;
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for (int n = 0; n < MAX_ITER; n++) {
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float t = time * (1.0 - (3.5 / float(n + 1)));
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i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
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c += 1.0 / length(vec2(p.x / (sin(i.x + t) / inten), p.y / (cos(i.y + t) / inten)));
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}
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c /= float(MAX_ITER);
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c = 1.17 - pow(c, 1.4);
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vec3 colour = vec3(pow(abs(c), 8.0));
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colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
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fragColor = vec4(colour, 1.0);
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}
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```
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### Variant 2: FBM Bump-Mapped Lake Surface
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```glsl
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float waterMap(vec2 pos) {
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mat2 m2 = mat2(0.60, -0.80, 0.80, 0.60);
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vec2 posm = pos * m2;
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return abs(fbm(vec3(8.0 * posm, iTime)) - 0.5) * 0.1;
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}
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// Analytic plane intersection instead of ray marching
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float t = -ro.y / rd.y;
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vec3 hitPos = ro + rd * t;
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// Finite difference normals (central differencing)
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float eps = 0.1;
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vec3 normal = vec3(0.0, 1.0, 0.0);
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normal.x = -bumpfactor * (waterMap(hitPos.xz + vec2(eps, 0.0)) - waterMap(hitPos.xz - vec2(eps, 0.0))) / (2.0 * eps);
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normal.z = -bumpfactor * (waterMap(hitPos.xz + vec2(0.0, eps)) - waterMap(hitPos.xz - vec2(0.0, eps))) / (2.0 * eps);
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normal = normalize(normal);
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float bumpfactor = 0.1 * (1.0 - smoothstep(0.0, 60.0, distance(ro, hitPos)));
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vec3 refracted = refract(rd, normal, 1.0 / 1.333);
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```
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### Variant 3: Ridge Noise Coastal Waves
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```glsl
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float sea(vec2 p) {
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float f = 1.0;
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float r = 0.0;
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float time = -iTime;
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for (int i = 0; i < 8; i++) {
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r += (1.0 - abs(noise(p * f + 0.9 * time))) / f;
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f *= 2.0;
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p -= vec2(-0.01, 0.04) * (r - 0.2 * time / (0.1 - f));
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}
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return r / 4.0 + 0.5;
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}
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|
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// Shoreline foam
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float dh = seaDist - rockDist;
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float foam = 0.0;
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if (dh < 0.0 && dh > -0.02) {
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foam = 0.5 * exp(20.0 * dh);
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}
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```
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|
|
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### Variant 4: Flow Map Water Animation
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|
```glsl
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vec3 FBM_DXY(vec2 p, vec2 flow, float persistence, float domainWarp) {
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vec3 f = vec3(0.0);
|
|
float tot = 0.0;
|
|
float a = 1.0;
|
|
for (int i = 0; i < 4; i++) {
|
|
p += flow;
|
|
flow *= -0.75;
|
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vec3 v = SmoothNoise_DXY(p);
|
|
f += v * a;
|
|
p += v.xy * domainWarp;
|
|
p *= 2.0;
|
|
tot += a;
|
|
a *= persistence;
|
|
}
|
|
return f / tot;
|
|
}
|
|
|
|
// Two-phase flow cycle (eliminates stretching)
|
|
float t0 = fract(time);
|
|
float t1 = fract(time + 0.5);
|
|
vec4 sample0 = SampleWaterNormal(uv + Hash2(floor(time)), flowRate * (t0 - 0.5));
|
|
vec4 sample1 = SampleWaterNormal(uv + Hash2(floor(time+0.5)), flowRate * (t1 - 0.5));
|
|
float weight = abs(t0 - 0.5) * 2.0;
|
|
vec4 result = mix(sample0, sample1, weight);
|
|
```
|
|
|
|
### Variant 5: Beer's Law Water Absorption
|
|
```glsl
|
|
vec3 GetWaterExtinction(float dist) {
|
|
float fOpticalDepth = dist * 6.0;
|
|
vec3 vExtinctCol = vec3(0.5, 0.6, 0.9);
|
|
return exp2(-fOpticalDepth * vExtinctCol);
|
|
}
|
|
|
|
vec3 vInscatter = vSurfaceDiffuse * (1.0 - exp(-refractDist * 0.1))
|
|
* (1.0 + dot(sunDir, viewDir));
|
|
|
|
vec3 underwaterColor = terrainColor * GetWaterExtinction(waterDepth) + vInscatter;
|
|
vec3 finalColor = mix(underwaterColor, reflectionColor, fresnel);
|
|
```
|
|
|
|
## Performance & Composition
|
|
|
|
### Performance Tips
|
|
- **Dual iteration count strategy**: 12 iterations for marching, 36 for normals — halves render time with virtually no visual loss
|
|
- **Distance-adaptive normal smoothing**: `N = mix(N, up, 0.8 * min(1.0, sqrt(dist*0.01)*1.1))`, eliminates distant flickering
|
|
- **Bounding box clipping**: pre-compute upper/lower plane intersections, early-out for sky directions
|
|
- **Adaptive step size**: `pos += dir * (pos.y - height)`, 3-5x faster than fixed steps
|
|
- **Filter-width-aware decay**: `dFdx/dFdy` driven normal LOD
|
|
- **LOD conditional detail**: only compute high-frequency displacement at close range
|
|
|
|
### Composition Tips
|
|
- **Volumetric clouds**: ray march clouds along reflection direction `R`, blend into reflection term
|
|
- **Terrain coastline**: `dh = waterSDF - terrainSDF`, render foam when `dh ≈ 0`
|
|
- **Caustics overlay**: project Variant 1 onto underwater terrain, `caustic * exp(-depth * absorption)` depth attenuation
|
|
- **Fog/atmosphere**: independent extinction + in-scatter, per-channel RGB decay:
|
|
```glsl
|
|
vec3 fogExtinction = exp2(fogExtCoeffs * -distance);
|
|
vec3 fogInscatter = fogColor * (1.0 - exp2(fogInCoeffs * -distance));
|
|
finalColor = finalColor * fogExtinction + fogInscatter;
|
|
```
|
|
- **Post-processing**: Bloom (Fibonacci spiral blur), ACES tone mapping, depth of field (DOF)
|
|
|
|
## Further Reading
|
|
|
|
For full step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/water-ocean.md)
|