Hey. I just followed a tutorial for building a water shader and I'm happy with the result. The tutorial worked on a 4 x 8 area and I followed along with a 20 x 20. This worked as a 20 x 20 but when I scaled it up it looked awful, so I tried messing with variables and increasing the subdivision of the plane mesh. It still looked pretty bad at 200 x 200 so I tried going up to 1000 width and 1000 depth and the editor crashed.
I would guess that my approach is wrong entirely. There's probably something I want to do besides keep scaling up 1 giant plane for this lake , but what? I tried duplicating the original 20 x 20 but the edges didn't line up very well. Is there a way to make a single giant plane work or do I need to somehow stitch the edges on a series of smaller planes?
My goal is having a body of water that is arbitrarily large. Maybe 400 x 400? Should I just have a medium sized plane that follows the player and additionally uses physical position as an offset for the texture?
--edit: I have made a few steps forward and a few steps sideways. Reading the docs lead me to some options for render mode, like skip_vertex_transform and world_vertex_coords. That gave me some functionality I was looking for, but only in the editor. I could drag the plane around and it looked like it was a mask of a larger body of water. In first person / play mode, having it follow the player, it didn't look the same unfortunately. The waves followed the direction the player was looking instead of their original direction and walking around looked the same as having local coordinates. Missing something there, but feeling closer to an answer.