Left: Base colours setup with the colour shade darkening dependent on the height of the water Right: Setting the refraction and blending with the normal output result so it takes it into account
Sets the normals using the UV defined texture coordinates and animating it along the x and y axis
Sets the caustics or reflections of the water based on the UV defined coordinates and animating along the x and y axis
Colours not displaying correctly
Displaying as intended within an alternative project
Fixed result displaying deep blue water
Left: Defines the two base colours and lerps/blends between the two based on the viewing angle (Fresnel) Right: Defines the roughness using a noise texture to create the ice effect and defaulting the values of the metallic and opacity outputs
Controls the tesselation amount based on the blue channel e.g. the higher the value of the blue, the more the normals are displaced. This is negative so the map is inverted and only occurs on the bottom of the object
Left: Defines the subsurface colour based on the viewing angle Right: Defines the normals based on the uv texture coordinates and scale value, and then combines the rock and ice normal maps together for the overall output

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