Recently I´ve been working on a water shader that looks stylized but still has some "physics" in it.
The Shader is looking like this in game
It has depth fade and some other interesting stuff like the fake reflections that move in a random way and look pretty cool.
Now its time to keep working and trying to archive refractions, even tho it seems pretty difficult in the latest versions of the shader graph.
Also looking forward to try some vertex displacement and also try to make a dynamic part that changes the sand to look like its wet while the vertex displacement happens.
Any tips would be highly appreciated.