// Water shader from: // https://stayathomedev.com/tutorials/3d/single-plane-water-shader/ shader_type spatial; // PBR and color uniform vec3 albedo : source_color; uniform vec3 albedo2 : source_color; uniform vec4 color_deep : source_color; uniform vec4 color_shallow : source_color; uniform float alpha = 0.75; uniform float beers_law = 2.0; uniform float depth_offset = -0.75; uniform float metallic : hint_range(0.0, 1.0) = 0; uniform float roughness : hint_range(0.0, 1.0) = 0.02; uniform sampler2D wave; uniform sampler2D texture_normal; uniform sampler2D texture_normal2; // Displacement uniform vec2 wave_direction = vec2(2.0,0.0); uniform vec2 wave_direction2 = vec2(0.0,1.0); uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; uniform float noise_scale = 10.0; uniform float height_scale = 0.15; // Edge Detection uniform float edge_scale = 0.1; uniform float near = 0.5; uniform float far = 100.0; uniform vec3 edge_color : source_color; varying float height; varying vec3 world_pos; uniform sampler2D DEPTH_TEXTURE: hint_depth_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; float fresnel(float amount, vec3 normal, vec3 view) { return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount); } float edge(float depth) { depth = 2.0 * depth - 1.0; return near * far / (far + depth * (near - far)); } void vertex() { world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; height = texture(wave, world_pos.xz / noise_scale + TIME * time_scale).r; VERTEX.y += height * height_scale; } void fragment() { // Time calculations for wave (normal map) movement vec2 time = (TIME * wave_direction) * time_scale; vec2 time2 = (TIME * wave_direction2) * time_scale; // Blend normal maps into one vec3 normal_blend = mix(texture(texture_normal,world_pos.xz / noise_scale + time).rgb, texture(texture_normal2,world_pos.xz / noise_scale + time2).rgb, 0.5); float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0; float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]); float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law); depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0); float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0); // Retrieving depth color and applying the deep and shallow colors vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb; vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power); vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5); // Getting edge depth calc float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = edge(FRAGCOORD.z); float z_dif = z_depth - z_pos; // Calculate Fresnel float fresnel = fresnel(5.0, NORMAL, VIEW); vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif)); ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0)); METALLIC = metallic; ROUGHNESS = roughness; NORMAL_MAP = normal_blend; ALPHA = alpha; }