Hi guys, im working on a indie water shader, it looks pretty good right now, have Fresnel transparency, cubemap reflection, and specular lighting, similar to the easy water, only with cubemaps rather than textures. But its there an idea about making the specular lighting not transparent when looking at the water straight down?
I don’t know if that’s possible with the current style of surface shaders, but if you grab the cubemap, raise it to a power (say 3) and then multiply the result by 2 hen you should have much brighter highlights.
EDIT:
Whoops, looks like you’re using Indie. The above would’ve been for deferred and post. With Indie everything is done in forward, so you can break the whole surface shader thing nicely. Use a custom lighting model that adds the above tips, and then feed that into alpha on top of whatever existing alpha settings you’re using.