This final version of the ocean shader I created has lots of features that include: Real time Reflection, Subsurface scattering, colour grading, no normal maps (a material function called normalfromheightmap was used to create them saving texture size), SubSurfaceScattering etc..
Vertex Paint has been used to control the waves intensity and direction giving the designers/artists the control over the overall waviness of the ocean.
This video shows changes made in the material instance editor that reflect in real time within the game engine. All of these attributes are keyable and can be changed in real time.
Ocean Shader Breakdown
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