This took about a week or so since I'm new to shader graph. Rippling Reflective and Refractive Water Figure 3 – Example of a refraction map created by drawing only the geometry below the water’s surface. Light travels at a different speed in air than in water. Therefore, when light enters water, it gets bent (at the point of crossing), thereby allowing us to see more of the leg that is submerged. To separate the refraction and reflection parts, you use a standard fresnel factor connected to a mix shader node. The refraction shaders are just the light shaders re-written with a clip plane. Without refraction, her foot would not be visible. Generic Refraction Simulation Tiago Sousa Crytek Refraction, the bending of light as it passes from a medium with one index of refraction to another (for example, from air to water, from air to glass, and so on), is challenging to achieve efficiently in real-time computer graphics. Refraction has one more adjustable parameter than reflection. For example when it passes through water in a glass, it slows down and changes direction causing a distorted appearance to anyone looking through the glass. It is the ratio of the refraction indexes of two mediums. Water refraction and normal mapping is still WIP. Water is such a complex material, with specific features like reflection and refraction and building a water shader in 3d programs is not a trivial task. Shaders are one of the best ways to completely overhaul Minecraft's gameplay experience by tweaking light, fog, shadows, water, and even trees and grass. Another important aspect of the Iray water shader is refraction. In simple terms light bends and changes direction as it goes from one medium to another. Different materials have different refraction amount, and the angle and effect is more pronounced. rior is the relative index of refraction or relative refractive index. As the refraction renders the scene normally but only renders what is underneath the water we use the clip plane with the light shader to achieve this effect. The original MGE XE water shader would have let you ... - added chromatic abberation effect to refraction - reworked water colors - made normals stronger - lots of little tweaks here and there ===== =Credits= ===== vtastek for his peak fix, improved caustics, optimized sewer waves, bits and pieces of code here and there and general help. Chapter 19. There is a good mathematical representation of refraction Snell’s law which can be implemented to get physically accurate directional vectors … This is my example shader: (play with index of refraction to achieve a different ratio of refraction to reflection depending on the angle of viewing) And this is the resulting water: This is a tutorial on creating a refractive shader by using the color scene node which gets the camera texture, this method is good for things like rivers because … With new shaders … There are many well-known techniques for simulating light reflection (such as Vertex Shader A vertex shader is used to approximate sine and cosine waves to generate rippling water geometry as well as perturbing the tangent space vectors per vertex. Because refraction is in essence a distortion of background behind a refracting object it makes sense to focus on creating a convincing distortion shader. 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