Pretty boss water shader... I was surprised at the tree size. I've seen trees three times that size for water that aren't half as fancy. It would be quite awesome if you could release the shader after fixing it up.
but does it dynamically tesselate at a distance? are you speaking of dynamicfluidsurface?
assuming it would be done with a dot product, "camera world position" node, and "world position" node, and useing that to drive a lerp with 2 constant 2's for your fully tessellated and un-tessellated values into the tessellation factor of the material.
Replies
Question, is there any way to do similar tesselation in dx9/10? How did Crysis tesselate their water in DX9 or on the xbox 360?
There is already a water surface primitive in UDK that does some of what is being done here. So I suspect they do something similar.
ocean shader
http://ulrichthuemmler.blogspot.com/p/udk-ocean.html
dynamic tesselation
http://ulrichthuemmler.blogspot.com/p/udk-tessellation.html
assuming it would be done with a dot product, "camera world position" node, and "world position" node, and useing that to drive a lerp with 2 constant 2's for your fully tessellated and un-tessellated values into the tessellation factor of the material.
that would get a basic one going.
it double posted