An alternative to stPerPixelNM_UVflow, because, if I understand correctly, it’s still not patched for Weather FX. I used original normal maps, which aren’t that smooth, as you can see here, and the whole thing is made to be rather faster than nicer, but I believe it does look somewhat water-like. What do you think? Should I change something? Added more shots in attachments.
Also, I must apologize for the delay with upcoming update. I dreamed about having those local reflections for years (that’s why I made that custom showroom in CM), and seeing how it kills performance with more than 10 cars, I really wanted to try and improve some things to compensate that secondary render pass.
(Why “specialized” — this shader only has one parameter, type of water surface. The idea is to later add a bunch of other shaders for different types of material, similar in strictness. This could make creating new models easier, as well as would allow to make further improvements like implementing physically-accurate shading for those shaders. And with a setup like this, it would be much faster to change original models to PBR, for example, just by adding a few lines in configs specifying a new replacement shader for each material so they could be swapped during loading.)
Ilja Jusupov aka x4fab
2019-04-17 19:54:48 +0000 UTC