Give the water a surface #91

Closed
opened 2026-10-20 08:49:33 +00:00 by sermuns · 1 comment
Owner

After #41 all the ponds and golf hazards bake as AREA_WATER and draw as a
flat blue polygon through the decal pipeline. Nothing reflects, nothing moves, and
a lake and a paving slab are the same kind of surface.

Water is the one outdoor surface whose look is entirely a shader: a fresnel term
into the sky color, a two-direction scrolling normal wobble, and a specular
highlight from the sun (and the moon at night). AREA_WATER is already its own
bucket in AREA_HEIGHTS, so the pipeline can know it is water without touching
the soup.

Do it after #79 exists, because the reflection color and the horizon need to
agree, and the day/night fade should tint it.

Related: #41 closed the geometry half. #46 and #18 add more water and areas to
share the shader with.

After #41 all the ponds and golf hazards bake as `AREA_WATER` and draw as a flat blue polygon through the decal pipeline. Nothing reflects, nothing moves, and a lake and a paving slab are the same kind of surface. Water is the one outdoor surface whose look is entirely a shader: a fresnel term into the sky color, a two-direction scrolling normal wobble, and a specular highlight from the sun (and the moon at night). `AREA_WATER` is already its own bucket in `AREA_HEIGHTS`, so the pipeline can know it is water without touching the soup. Do it after #79 exists, because the reflection color and the horizon need to agree, and the day/night fade should tint it. Related: #41 closed the geometry half. #46 and #18 add more water and areas to share the shader with.
sermuns added this to the Rendering milestone 2026-10-20 08:49:33 +00:00
Author
Owner

Closed by the merged batch: #142 (tier1-features) landed this, rebased onto main at 609dcb8.

Closed by the merged batch: #142 (tier1-features) landed this, rebased onto main at 609dcb8.
Sign in to join this conversation.
No description provided.