Year:2020
Deformable surfaces, sand and water, using DX11 Compute Shaders. The physics are simulated through a Hooke-spring lattice, shared between both, just with different settings. The sand uses a custom Journey-inspired shader, the water a custom shader with only refraction, no reflection. The two interact together - the sand gets wet, with the wetness spreading through the sand, and slowly dries if not submerged.