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Well you could just start with a plane/quad with a static/animated water texture. From there you could maybe make an animated mesh with a texture. If you want to get into shaders, then you'd have to research the optical physics of water before trying to develop any


2

The simplest, modestly realistic, model I can think of would be parameterized by the following: Mz The Turning Moment of the ship about the steering (ie Z or yaw) axis; L/2 The distance of the rudder from the turning axis, approximated as 1/2 the ship's length L; v The current linear velocity of the ship (relative to the water, not the land nearby, ...


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If the rudder turns left /, the boat turns left. If the rudder turns right \, the boat turns right. The more you turn the rudder, the greater the turn the boat takes. This assumes the rudder never turns 90+ degrees. The / and \ assume the boat is facing up ^. ^ | | | | --- / <---rudder


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The best way, and simplest way would be to work with Unity's particle system. Have a quick Google for unity water particles. OF the water is sprite based, create a sprite for this water splash instead. On collision with your paddle or boat, instantiate said prefab at that position.


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My recommendation would be to approximate the surface with 2d wave simulation. That is, you have a plane and each point has a height property defined by the neighboring points and the wave equation. A google search for 2d wave dynamics algorithm gives a lot of papers and applets, so you can go crazy on that. Getting that information to a 3d model is as ...


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I tried to implement what teodron suggested: void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; float sepoffset = 0.005*cos(iGlobalTime*3.0); if (uv.y > 0.3 + sepoffset)// is air - no reflection or effect { gl_FragColor = texture2D(texture, vec2(uv.x, -uv.y)); } else { // Compute the mirror effect. ...



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