In Unity, what’s the best way to replicate this water effect from the game The Survivalists?
I’d like to do the following, but can’t quite get it to work: create a spriteshape, set spriteshape edges to wave foam sprite, create a shader graph to add noise to shape vertex positions. The basic problem is that the sprite shape requires a fill texture which overrides the texture I use in the shader graph. Does anyone know a robust way to handle this kind of top down water? Is this the correct approach, or are there better options? Thanks for your help!