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About adding a water material #32

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@miguelemosreverte

This one specifically:
https://github.com/UE4-OceanProject/OceanProject
https://forums.unrealengine.com/showthread.php?42092-Community-Project-WIP-Weather-amp-Ocean-Water-Shader

Once its added with a hardcoded material index, a really cool change could be done to the Render Component where if a block is adjacent to water then the ambient occlusion is smaller. That way the conduction of light through water could be simulated.

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  1. miguelemosreverte commented on Aug 22, 2016

    @miguelemosreverte
    ContributorAuthor

    Even more awesome: Changes in wave height could affect the lighting of the bottom of the sea.
    (Using the uint8 AmbientOcclussionFactor inside of the struct FBrickVertex.)

    If a function is made so that the height of the wave at a given X,Y coordinates are gotten, (which exists, its how buoyancy is currently implemented on the UE4-OceanProject), then that height could be asked by the bricks that have an upside neighboor that is lit (if the unit8 value of AO is not maxed out), which could now change its own AO value depending on that height.

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