Unity-NorthStar / data /Assets /Tutorial /pages /Ocean shader_Foam.asset
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m_overrideMarkdownText: "# Foam\n\n![](./Images/OceanShader/Fig4.gif)\n\nA value
for foam coverage is packed into the normal map's blue channel. It's converted
into a foam mask with a configurable threshold using `saturate(foamStrength *
(threshold \u2013 normalMap.b))`. This allows foam variation across ocean profiles.
It's multiplied with a detail foam texture. The result is used to lerp between
the ocean\u2019s blue albedo color and a configurable foam color. While often
left white, a slight tint can be used for specific effects.\n\nShore foam functionality
was implemented by sampling the depth buffer and using the depth difference to
produce foam along object edges intersecting the water. However, for optimization,
it's not used, as it depends on the scene depth texture, and copying it can impact
performance.\n\nThe total foam amount masks out underwater effects like subsurface
scattering, as heavy foam layers block strong underwater light.\n\n"
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