Nice, but to be honest: i don't get what's new! Is it wobbling? :nod:
Ah no, this was meant to show the new underwater
surface shader
Here's a comparison shot:
http://img233.imageshack.us/img233/819/oldw.jpg http://img199.imageshack.us/img199/78/newyh.jpg
The new underwater postprocessing shader is done nevertheless (with wobbling!). It's avalable http://www.speedyshare.com/471674520.html.
EDIT:
Looks like you reduced the above water distortion? Looks good from that depth. The closer to the surface tho, the more distorted above water objects should be.
I'd suggest reducing the caustic effects that are deeper underwater - strongest at the surface, fading away as the depth increases. Similarly, as the player dives deeper the view of surface reflections and above water objects should begin to close in, i.e. a viewable circle directly above player that reduces in diameter as the depth increases, with peripheral view of surface increasingly opaque.
I could try that, but I doubt it will look too good without proper realistic refraction of above water objects. They would seem too cut-off I think.
Is there a way to change the color of the caustics viewed from above water? I'd like to make them more yellow/golden.
Currently the caustics simply increase the brightness of the ground, i.e. increasing all color channels' intensity proportional. You could try the following: In InGame.fx replace the following lines
float caust = lerp(0.5,tex2D(s5,(uwpos-SunVec*sunraypath).xy/1472).b, ( (depth/500)*depthscale )*fog*cauststr); Refract *= 0.5+caust;
with this:
float caust = tex2D(s5,(uwpos-SunVec*sunraypath).xy/1472).b *((depth/500)*depthscale*fog*cauststr); Refract += SunCol * caust;
SunCol then defines the color of the caustics.
Regarding above water surface transparency in true interiors... the water is a bit too clear, needs some turbidity.
Agreed