An important part of the visual style I had set for Blacktrade is being able to see the different layers of geographical depth. This meant that the water had to be transparent for the player to see that detail. I spent some time working on creating a multi layered, masked off water material that would give the impression of a water’s surface, while adhering to the visual style I had set. With some mathematical lerps and dot products, normalization and masked textures, I managed to get a result I am relatively happy with. I plan to revisit it extensively in the future, but for now here it is.