Working on Real-Time Water Effects.
I've been creating these kinds of effects for years, but now I'm turning that experience into a 14-hour video course.
The goal is to show how combining Particle System, Shaders, Compute Shaders, C#, and HLSL allows you to create everything from simple splashes to large-scale ocean simulations.
What do you think of the results? This demo includes Particle System and Shader Graph.
In case someone is interested, here you can wishlist the course: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans