Custom Ocean/Water shader written in Godot game engine, Inspired by sea of thieves ocean and I wanted to see how far I get with Godot. I am impressed with the engine so far.
Very cool effect! Would you share it ? I would like to try to modify its code to make it work on sphere / planets ( with a local up vector instead of a global one ) ; did you use the fourier tranform approach with gpu tesselation?
@@Dragon20C With just water in scene, mesh 60m x 60m 168,000triangles (resolution is lower further from camera point on mesh) fps is around 500 at fullscreen in editor comparing that with water mesh hidden editor is running at 1100 fps according to the frame time tooltip GPU time at 2ms vs 0.9ms hidden. I'm not very well versed in optimization so there is probably an explanation but it surprised me that simulating 0 waves and simulating 164 waves resulted in no performance difference :D
@StylizedSchools I can't remember the algorithm but there is one optimization where in close distance the full detail mesh is being used but as the distance increases the mesh becomes simpler, I think its LOD.
@@Dragon20C Yeah thats basic LOD's. Godot has an auto LOD system but you cant import custom LOD's which is annoying. Can create your own LOD system with a script but I'm not sure how efficient it would be :D
Very cool effect! Would you share it ? I would like to try to modify its code to make it work on sphere / planets ( with a local up vector instead of a global one ) ; did you use the fourier tranform approach with gpu tesselation?
can you share your script or project? I'd love to mess with it a bit!
Maybe another way to improve it , is by adding depth so you can see a little on the surface but as deep it gets you lose the transparency.
Thanks, it already has that functionality but there is nothing in the scene here for it to fade from so it just looks opaque :)
@@StylizedSchools ah I see, then it's perfect, how's the performance?
@@Dragon20C With just water in scene, mesh 60m x 60m 168,000triangles (resolution is lower further from camera point on mesh) fps is around 500 at fullscreen in editor comparing that with water mesh hidden editor is running at 1100 fps according to the frame time tooltip
GPU time at 2ms vs 0.9ms hidden.
I'm not very well versed in optimization so there is probably an explanation but it surprised me that simulating 0 waves and simulating 164 waves resulted in no performance difference :D
@StylizedSchools I can't remember the algorithm but there is one optimization where in close distance the full detail mesh is being used but as the distance increases the mesh becomes simpler, I think its LOD.
@@Dragon20C Yeah thats basic LOD's. Godot has an auto LOD system but you cant import custom LOD's which is annoying. Can create your own LOD system with a script but I'm not sure how efficient it would be :D
Bro dropped 4 amazing tutorials on stylized modeling and disappeared 😭