2017年3月26日 星期日

The vertex base ocean on the red mi note3(Qualcomm Adreno 510) , FPS 60

Technique:
  • Projected grid for infinity water issue.
  • Vertex shader Perlin noise (GPU base)
  • Two normal map (medium and detail) for displacement issue
  • RTT technique (Depth, Refraction, Reflection RTTS)
  • Base Fresnel terms implement
  • Foam edge process (depth base, no Sobel)
  • Gradually disappear in the distance
  • Normal distortion ( refraction and reflection)
  • Deep and shallow water color
  • use RTT technique to reduce ocean simulate huge pixel process overhead

The reference demo video is here:




Dream continues in...

沒有留言:

張貼留言