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Metal Shader

Corrugated
Metal

Wattle and Daub Shader
Tree Trunk Shader
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Water Shader Step by step tutorial - 1 - 2 - 3 - 4

STEP 3: Diagonal Waves

 

float wave_macro = getWave(s, macro_freq, phase, macro_chop, p);

float wave_micro = getWave(s*t, macro_freq, phase, micro_chop, p);

hump = wave_macro + wave_micro;
P = P - n * hump * Km;
N = calculatenormal(P);

A second set of waves added, this time moving diagonally from the bottom corner.

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