Here are some realtime shaders I put together a while ago using ShaderFX. I was inspired by some of the environment shaders in Uncharted. Many of the textures are simple placeholders.
Terrain Cover
Uses a base texture with a surface detail texture depending on the geometry normals. This is modulated using a heightmap multiplied by the green vertex channel.
Water
First one is just a scrolling normal map and mask over a tinted base texture and a rim colour.
Green UV channel = wash mask
Second one adds a normal map based UV offset distortion.
Green UV channel = distortion
Red UV channel = wash mask
Third one uses a base normal map and a drips normal map multiplied together.
Green UV channel = base normal + specular + water tint
Red channel = + drips normal
Terrain Cover Shader:
Water Shaders:
Water Distortion:






