which uses shader graph to deform the plane with a vertex shader
my 2 questions are:
1 - is a shader the best way to create this deformation? (performance wise)
and 2 - since one shader is in code and the other is in shader graph, what can I do to marry the 2?
i feel like the answer would be to just to figure out how to do the whole shader in shader graph, but I dont really know how to translate the first tutorial into shader graph
You need to reproduce the same thing on the CPU side. Which is a common problem, for example when buoys or boats float on the water and should follow the waves.
no I dont need for things to float and follow the waves, I want them to remain static, I just want the surface of the water while intersecting these objects not to be a straight line
my difficulty was lack of knowledge to reproduce the shader (colors based on depth, foam) on the first tutorial using shader graph ( since the first tutorial is not in shader graph, its raw shader code)
but thank you already for confirming that vertex shader is the best way to modify the water plane