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In this one we us a texture based displacement map coupled with a normal map, both made in Blender (not shown) using the ocean modifier. Really simply stuff, but amazing results. We're also using refraction but not in the same way that everyone else is using it, so that's either good or bad. ● Support Links: ♥ Subscribe to learn more!: https://tinyurl.com/y7hdjg38 ♥ Follow me on Patreon and get more stuff: / polytoots ● Social Links: ♥ Twitter: / polytoots ● Rosie Jarvis' Walrus Cave: https://sketchfab.com/3d-models/walru... ● CodinBlack's refraction: https://www.codinblack.com/glass-shad... FAQ: "Will this work in HDRP?" Yeah "Can you make objects float on the water?" With a bit of code magic yes, look for "buoyancy" scripts. "Can you do an underwater shader?" This typically involves a post process and some code to switch lighting and fog volumes, it's not something that is only done with a surface shader. Music: "One-eyed Maestro" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/b... Timestamps: 0:00 Intro 1:20 Important Setup! 2:41 Refraction! 5:54 CodinBlack's Refraction 6:41 Depth Mask 11:21 Normal Maps and Panning. 16:35 Opposite Panning 19:57 Displacement 22:48 Colour 24:28 Why no object intersection. 25:00 Ending? 26:11 Message 26:39 Outro