Buy Tech Demo Website Tutorials “AS Water Shader” is a flow and normal map based shader that enables users to turn surfaces in to highly realistic and dynamic water. The shader is highly customizable with easy to tweak features such as: water depth, rims around object edges, interpret/apply flowmaps and lastly use custom wave shapes in the form of normal maps. It even comes with a Flowmap Generator that renders a flowmap texture based on the surface’s (square power of 2) dimensions. This generator/renderer automatically generates the appropriate channels in the flowmap texture for the shader to use. It can render either Grid or Ray based: -Grid rendering traces a single ray for each grid element, this is the fastest render technique, however it expects its target to use a Square UV layout. -Ray rendering uses the same grid, but traces a ray against the water surface to track that pixels exact UV location and then uses another ray to trace the flow vectors(similar to grid rendering). This technique is much slower than grid rendering( especially on larger texture sizes), but is not dependent on a square UV layout as the Grid technique. The benefit of AS Water Shader using flowmaps, is that users can also paint/edit their own flowmap or even render them out in software such as Houdini. This enables the user to have full control over the behavior of their water surface. Main features: -Compatible with Amplify Shader Editor. Users who own ASE can view and edit the node network. -Rim texture to create an edge where objects meet the surface. -dual normal maps for different wave sizes and blending. -Flowmap to create smooth and realistic waterflows. -Caustics: static or animation sheet based caustics that project themselves based on light positions, normal, depth and flow map values.