01XeRender 2.0 — Underwater Lighting
A real-time caustics and volumetric lighting pass in Vulkan, with the wave simulation moved entirely onto the compute queue.
- Built a multi-pass Vulkan pipeline that generates a water-surface normal map from a Gerstner wave simulation running in a compute shader
- Avoided pre-baked caustic textures entirely so the lighting responds to the live water surface


