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11_Primitive_water.md

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11. Primitive water shader

Build upon your hypnosis shader from the previous exercise, and create a primitive water shader. Example:

primitive_water.mov

As a hint, try doing the same wave calculation from the fragment shader, but in the vertex shader.

You'll need a sufficiently tessellated mesh to create this effect, which you can create with ProBuilder – a built-in asset provided by Unity: