If you use MGE beta rev161 or higher, do not use this shader. Instead, use the original InGame.fx and select Shader Model 3.0 in the 'Distant Land' tab in MGEgui.
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Since the http://www.gamesas.com/bgsforums/index.php?showtopic=979357 nearly reached post limit, I decided to start a new one.
With MGE rev118 released, I can finally release the new version 0.6 of my water shader.
Screenshots and Download available on http://www.tesnexus.com/downloads/file.php?id=23606.
This version requires MGE 3.8 rev118! The newest MGE beta builds can be downloaded http://sourceforge.net/project/showfiles.php?group_id=239453&package_id=311044&release_id=662707.
EDIT:
Version 0.6a is up. Changes:
- Reworked underwater surface shader
- Increased water turbidity
- Implemented a more accurate approximation for the Fresnel term
- Slightly increased water opacity
- Includes an underwater effects postprocessing shader
You can now edit the 'InGame.fx' to toggle blurred reflections, adjust the caustic lighting strength, and enable a new, more realistic fogging method. More details in the readme.txt file and in the InGame.fx file itself.
When using the new fogging method, there are some things you need to take care of, otherwise there will be slight graphical issues:
- Your distant land draw distance should be about 4 or 5 times as large as your fog range. With the exponential fog your actual view range is higher than your fog range. To prevent popping in of distant land you will need to set the draw distance higher.
- You should make sure that your fog range always stays above the rendering range of distant statics, otherwise statics will pop in. You may also have to edit your weather settings in the 'distant land' tab and adust the fog range for specific weather types.
That's pretty much all. I will also release a version with real water waves soon. This will require a modified d3d8.dll though.