Hi everyone. I finished complex water material in UE with fake caustics and wet surface. I will be grateful for feedback - https://www.artstation.com/artwork/DxQvqO
Main node tree for water material
Simple node tree for caustics on surface with height and deep limitations
Also simple node tree for wet surface with fake wave animation for surface (rocks, objects in the water, sand)
It’s my personal work, so I haven’t limitation It was “What I can do with Unreal Material?”, because I have been working in Unity for 2 years, and little borRRRRRRred
When I was doing it I thinking about optimization: saturate instead clamp, switches on/off for different effects, and etc. You can see it in the youtube video, I shown node tree and material window/parameters
Tessellation isn’t most expensive in the material (you can set value=1 for it), the most expensive is distance field and it has on/off switch for optimization
Thanks for the tip, I will think about mesh generation