For the previous few days I have been attempting to recreate an impact from this weblog submit:
https://www.davidhol.land/articles/3d-pixel-art-rendering#water/
If you happen to scroll down, you may attain the water part wherein the writer shares this video
https://www.davidhol.land/articles/3d-pixel-art-rendering/pixel_water_waves.webm
They declare this impact of the white strains (waves) slowly showing and reappearing is finished completely within the fragment shader and with just one texture learn. Quote:
One evening I made a decision to remain up till 3 AM crafting a technique for world-space, view-aligned,
horizontal strains for the little animated waves. The feel beneath is the results of that
journey. This was a time the place I felt that I used to be actually doing technical artwork. Boiling all of it
right down to a texture learn, utilising all the colour channels for elements of path,
variance, and timing. I’d wish to thank Materials Maker for the wonderful procedural tooling.
In addition they share the feel they used
I am largely within the R and G channels of this texture as I’ve discovered that B and A are almost certainly used for some kind of masks. Here is the identical texture with the R and G channels remoted for simpler viewing
I requested the creator on bluesky what the R and G channels encode, and he stated that the R and G channels encode a path away from the middle of the cell that the pixel is in and that he makes use of this info within the shader to extract the horizontal path regardless of the viewing angle. You possibly can see the complete response right here
I’ve tried experimenting however I nonetheless have not be capable of get something near what’s seen within the video on the weblog submit. Would recognize any perception!