Thanks guys. Itīs really just a rather simple effect. The Wavefield water was way more complex (geometric waves, infinite water + LOD, shores, 'under-water-support'). The under water terrain shader is actually using the same fake caustics like implemented in Wavefield but itīs probably barely visible through the water refractions if you don't know. Also it's true that the diffractions aren't perfect at all, but I didn't spend any extra time in improving those when I re-implemented the water (it's not a new shader). wink

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What I really like are the water reflections
Just recognised that I forgot to mention (in the video description) that the shader uses cubic env-reflections for the skycube reflection which looks way better than the simple bumpmap-distorted reflections from the reflect-view-rendertarget. Thx.^^