Another little update 🙂
There’s been a lot of interest in water systems on the Unity development forums lately, so I thought I’d post a quick video update on our water system for Stranded Deep —
There has been some improvements. Our original implementation calculated the vertex displacement on the CPU for a few reasons, but that has been moved over to the GPU now.. A few things are not shown in the video – the wave peaks and the sub-surface scattering.. and some underwater effects.
I’m hoping to have a chance to play with a screen-space reflections implementation in the coming weeks to replace the current method, so might even have another update! 😛
But there’s more important things we’re finishing at the moment, like building 😉