Physical Water
This is a physically accurate procedural water shader for Blender that includes:
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Both refracted and reflected caustics, including dispersion for refracted calculated using Snell's Law, that is generated by the actual displacement and undulation of the water surface.
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Foam with adjustable coverage and scale that also interacts with objects, plus a toggle for thin film interference using the pioneering work of Doctor Robert Moerland.
(Bump only)
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Volumetric absorption and scattering that scales in world space meters with the size of the object along the global Z axis (deeper objects show greater absorption and extinction of light with respect to red, green, and blue attenuation rates, for instance).
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Surface refracted dispersion using the Sellmeier Equation to calculate the IOR for water per wavelength of light.
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Multilayered displacement that blends a number of different procedural frequencies for realistic wave and swell generation.
(Eevee).
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