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Question by IVOF3412 · Feb 03 at 03:24 PM · shaderphysicswaterbuoyancy

Bouyancy timing issue

Been really struggling with this, I have been foloowing along with a number of tutorials to make a Boat float in water and have gotten some mixed results.

The main method that I am using is so have the water mesh displaced via shader: alt text

Then replicating the same calculations in my c# side to sample a world space point:

     public float WaterHeightAtPosition(Vector3 position)
     {
         return ocean.position.y + wavesDisplacement.GetPixelBilinear(
                 position.x * wavesFrequency, 
                 position.z * wavesFrequency + Time.time * wavesSpeed
         ).g * wavesHeight;
     }

But the water height positions that the method is returning do not match the positions on the waves.

on a previous try I used a simple sin wave and had the same issue - don't think the math is off (might be)

I think it might have something to do with the water scale or something that I have no idea to look for :D

I have tried setting the water to 1,1,1 scale but I get a very noisey plane (and the water height positions still look off)

any help/ideas etc would be appreciated!

shader.png (115.7 kB)
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