This is just a short, progress update on the development of the 'Spy Story' demo.
I have now implemented ambient-occlusion-shadows on all the buldings and props in the scene, in addition to parallax normal maps (i.e. bump maps).
The ocean shader is finished. It uses two bump maps that are animated independently to create the illusion of a sinusoidal interference pattern made by rippling water. It is not the best ocean effect that I've done, but it doesn't require advanced graphics options like dynamic-cube-mapping, render-to-texture, or a GLSL fragment algorithm, which would've severely limited platform compatibility. It is still a definite improvement on the standard Unity ocean shader.
For the next week, or so, I will be coding some gameplay-logic.