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Procedural ocean shader for Unity, including large wave displacement from wind direction, small ripple displacement from normaldistortion using noise, fresnel effect, depth rendering for foamlines and using scene height for large wave foam. Project in the course 'TNM084, Procedural Methods for Images' at Linköping University 2019.

Home Page: https://jklintan.github.io/Procedural-Water

GLSL 15.11% ShaderLab 24.69% HLSL 26.04% JavaScript 3.82% CSS 5.38% HTML 2.92% C# 22.05%
fresnel hlsl-shader ripple-displacement trochoidal-waves unity wave-displacement wave-foam

procedural-water's Introduction

Hi, I am Groot Josie!

Software developer and research engineer with a passion for VFX, games and computer graphics.

visitors GitHub Josefine


˖°. .°˖

class Josie(Developer):

    def __init__(self):
        super.__init__()
        self.pronouns = ["she", "her"]
        self.code_weapon_of_choice = [Python, C++, GLSL]
        self.tools = [Maya, Blender, Unity, OpenGL]

        self.about_me = {
            "commitment": "equality in tech",
            "OS": Linux,
            "languages": [swe, en_US, fr]
        }
test_josie_is_problem_solver ... ok
test_josie_pass_vibe_check ... ok
test_josie_is_geeky ... ok
----------------------------------------------------------------------
Ran 18973253749832 other awesome tests in 0.1337s

OK

procedural-water's People

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