The setup consists of a single material applied to the default Unity plane.
Software Developer and Technical Artist Mirza Beig, who earlier this month presented a captivating procedural animation of a constantly changing organic material, impresses us for the second week in a row with yet another stunning project.
This time, the author shared a series of demos, showcasing a beautiful procedural ocean surface shader, complete with lighting, depth, intersection, and foam, created with Unity. According to the author, the setup consists of a "single material applied to the default Unity plane", with distance-based tessellation "taking care of subdividing the mesh as needed" and "layers of Gerstner waves and noise used to generate all the remaining masks".
Here are some of the demos shared by Mirza:
And here's an experiment that started the entire project: