Get a free 30 day trial and 20% off an annual plan at ! #ad Many Acerola viewers ask the question: How do games render water? Well, real time water rendering might sound intimidating, but it turns out most video games (Final Fantasy XVI, Elden Ring, Genshin Impact, etc.) use a relatively simple technique. How convenient! Topics covered include: Intuitive sine waves, the sum of sines, vertex shaders, fragment shaders, central difference normals, calculating normals with partial derivatives, lambert's cosine law (lambertian diffuse), blinn phong specular, why gerstner waves are cringe, euler waves, fractional brownian motion, fresnel reflectance, cubemaps Support me on Patreon! Socials: Twitter: Twitch: Discord: Code: References: Music: Afternoon Break - Persona 3 OST Iwatodai Dorm - Persona 3 OST In A Moment's Time - Skullgirls OST A New Frontier - VA-11 Hall-A OST Midori Eyes - Paradise Killer OST GO!GO!STYLE - Paradise Killer OST Prof. Omochao - Sonic Adventure 2 OST During The Test - Persona 3 OST Junes Theme - Persona 4 OST Underground Club - VA-11 Hall-A OST Karmotrine Dream - VA-11 Hall-A OST Neon District - VA-11 Hall-A OST Moonlit Melee - Skullgirls OST Your Love Is A Drug - VA-11 Hall-A OST Thanks for watching! arrow in thumbnail drawn by thlurp This video is dedicated to my friend, Alotryx. #acerola #graphics #gamedev #unity3d #graphics #shaders











