For the next few weeks, we're going to be making a water shader in the Unreal 4 Material Editor. This week, we're going to focus on creating the ripples on the water surface. Then in the following week's we'll create the depth opacity and color, and the reflection and refraction. For the surface ripples, we sample a ripple normal map several times and combine the samples together. Each sample is a different size and scrolls at a different speed. The result is a complex, ripply surface - just like we observe in the reference.
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Learn to write shaders in HLSL:
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Theme Music
Peace in the Circuitry - TeknoAXE
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Background Music
Speo - The Little Things
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