New water tesselation shader, the waves are generated using Grestner formula and can for now run 4 waves (i'll probably change that to 6 when everything will be working).
The shader runs with the same shading/parameters as the water from the lake
The goal is to connect the dynamic simulation and the procedural waves. Then, using the same equation, compute a water physics for every rigidbody in the water.
The waves are fix and directly setup in the shader parameter. Since we want the waves to change sometimes ( wind direction ) and since we need the parameters to be accessible from the compute shader and the buoyancy script we will compute those parameters on cpu side.
Lake : • Realistic Water Shader for Unity 5.6
Simulation : • Water Simulation for Unity 5.6 Version 1.0