Container Water 05: The new Normal
I didn’t want to age any of these posts my making 2020 references, but for an article about creating new normals… I couldn’t help it.
I just wandered through the process of putting together the first iteration of the fluid shader, but I was not happy with how the recalculated surface normals had turned out using ShaderGraph’s “Normal from heightmap” node. Vertex deformation in shaders wasn’t exactly new to me, however I’d not needed to re-compute the surface normals before – previous modifications hadn’t been drastic enough, so time to get my hands dirty-er.