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I live in a coastal town and have been wanting to achieve automated coastline materials and a dreamy "blue tears" effect (bioluminescence). The water needs to show rich variations, and I aim to use built-in engine shaders to simulate tidal ebb and flow as well as dynamic changes in fluorescent algae, all while balancing performance and visual quality.
WIP 正在施工整理
In_Game


下面是解析环节
Shader Graph of Seawave
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