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It is based on a Directx 9 water simulation I made in Unity earlier, to learn about 3D rendering and shaders. This one has been completely rebuilt to use Compute Shaders, in stead of hacked together Vertex and Fragment shaders. The availability of the ComputeBuffer in Unity 4 means that it is now possible to use the high precision (floating point) height map data that is used for the terrain and w
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