Base Color:
- Used the Depth Fade node to interpolate between two water colors based on depth. Shallow areas appear lighter, while deeper areas transition to a darker color.
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Calculated foam regions using Distance to Nearest Surface, multiplied by a noise texture to create irregular, organic foam patterns.
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Interpolated between the water color and the foam color using the foam mask for smooth transitions.
- Controlled water opacity using Depth Fade to create a realistic fade effect at the edges of intersecting objects, such as terrain or rocks.
- Sampled a normal map to simulate surface waves dynamically.
- Added refraction to distort objects viewed beneath or through the water surface.
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Enabled SSR to capture dynamic reflections of surrounding objects and skies on the water surface.