FORENSIC AUDIT // VFX-CAUSTICSEstimator
Compute Shader & Depth BufferStudio AssetTimeline: 4 Weeks · Technical Artist
Volumetric Water Caustics
Real-time depth-buffer intersection foam with Gerstner wave displacement and dynamic caustics.
DEPTH ACCURACYSub-millimeterCamera depth texture sampling
WAVE MATH4 Gerstner OctavesRealistic physical ocean swells
CAUSTICS RENDERMulti-channel ArrayZero runtime raytracing penalty
Executive Overview
A stylized-yet-physically grounded water shader featuring shoreline foam intersection, underwater color absorption, and dancing light caustics.
Core Engineering Challenge
Water shaders that raytrace refraction are far too expensive for real-time video games.
Distributed Node Topology
Data pipeline flow and computational delegation across system layers:
NODE 01Gerstner Vector Math
Displacement Pass
Physical vertex wave simulation
NODE 02URP _CameraDepthTexture
Depth Sampler
Camera depth buffer subtraction
NODE 03Projective Texture Mapping
Caustics Animator
Animated dual-layer caustics projection
Architectural Strategy
Samples the camera's depth buffer to compute exact distance between the water surface and underwater terrain. Calculates shoreline foam and water opacity depth absorption based on this distance.
Architectural Engagement
Need a similar architecture engineered?
Launch the interactive estimator with this project pre-configured as your architectural benchmark to calculate estimated timelines and investment.