I wanted to recreate the water ripple and algae removal effects that appear in The Last Of Us Part 2. I used Runtime Virtual Textures to store normal information for the ripples and the red channel of the base colour input to store the algae subtraction mask. The ripples use a 2x2 spritesheet of possible waveforms, which at runtime when spawned are randomised to break the repetition. I also integrated a rotation input for the ripples to add to the randomness.