hello!
I’m currently working on a buoyancy system and I’m using shadergraph (just noise applied to a plane)to manipulate and deform my water from what I’ve seen it is very difficult to get (in my case) the height of waves (I’m using a floater system for my buoyancy so I only need the height of waves in the position of my floater).
I’ve looked into other vertex manipulation solutions, but I’ve found them to be too performance intensive.
I’ve also looked into recreating the math from the shader inside a script but I’ve failed at that front
is there (and if there is what way) a way to get the height of the waves?
additionally, does anyone know how to recreate the math from a shader inside a script and then get the height of waves under a position (I’m just using gradient noise and offsetting it and then applying it to a plane)?
Thanks for any help or advice!