well guys and lasses.
here we are again back on with shader tweaking. well changing code, well i have replaced the clamp string on the U; V; W; and now use the wrap string and other bits here is code change
Texture = <WaterRefractTX>;
ADDRESSU = wrap;
ADDRESSV = wrap;
ADDRESSW = wrap;
};
texture WaterReflectTX <string Name=""; >;
sampler2D WaterReflect=sampler_state
{
Texture = <WaterReflectTX>;
ADDRESSU = border;
ADDRESSV = border;
ADDRESSW = border;
};
texture WaterMaskTX <string Name=""; >;
sampler2D WaterMask=sampler_state
{
Texture = <WaterMaskTX>;
MagFilter = linear;
MinFilter = linear;
MipFilter = Linear;
ADDRESSU = wrap;
ADDRESSV = wrap;
ADDRESSW = wrap;
};
and the effect is somewhat better for large oceans.
here is a picture with better shore line wash, but its not aggressive at the moment as need to iron out lighting cordinates, on the pixel side of the shader.
Their is no water density in the first picture as one can see the sea bed on shallow part , just thought to say as using a high transparent setting atm LOL
Edit.
update picture with foam and white water reflections on surface.