In 2017 I was asked to make a dirt water shader. I put together all the ideas that came to my mind in order to make it realistic. The list of features are:
- – Underwater pixels blurred according to depth
- – Moss creating volumetric shadows
- – Surface lighting using Subsurface scattering
- – Optical dispersion (aka chromatic aberration) depending on depth
- – Underwater volumetric shadows (used Fog Volume 3 for that)
- – Consistency of every effect at variable resolutions, distances and FOV values.
- – Surface normals animation using the flow map technique
- – Moss patches with variable height. Some percentage of them are on the surface and the other under surface