This tutorial goes over the process of how I created my water shader for the River Shack scene in my portfolio. The shader is not meant to be a complete solution, and will require a lot of tweaking on your part in order to achieve the exact look you want – what is important is that the properties can be tweaked with much modification. In the future I will add a more advanced water shader tutorial that covers some Dx11 features such as tessellation, but its important to have a strong base of knowledge. Before I start, I have to give credit where credit is due. Thanks to Chris Albeluhn and Alyssa Reuter for their water tutorials. While I found these tutorials to be helpful, I was unhappy with the end results. There simply wasn’t enough control over things like water color by depth, distortion, and reflection strength. My goal was simple – create a better looking, more efficient water shader that gives the artist more control. I decided on a limit of 100 vertex shader instructions to keep it simple, and was able to get it down to 109. By comparison, UDK’s default water shader M_Water_03 is 186 instructions, while Alyssa Reuter’s is 127.