I'm trying to implement physically based water here, but I'm struggling to find good resources of depth-based color absorption and scattering. If anybody has any resource on it I'd highly appreciate a link or two 😊
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Anders Elfgren 🏹 Tides of Revival RPG
I'm polishing up the map iteration and it's starting to look like something! @gmodarelli.bsky.social's been adding water, I've split the map into hills and plains, added a simple transition between them.
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many implementation in gtlf viewers too
volume ball with coeff to play with https://www.shadertoy.com/view/XsdXRX
or with terrain https://www.shadertoy.com/view/Xl2XRW for quick iteration tests
https://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_3_Refractions_and_Beers_Law.shtml
At a first quick glance it still looks somewhat accurate.
https://jacco.ompf2.com/2024/05/01/ray-tracing-with-voxels-in-c-series-part-2/