2D water effect
Simple screen water effect for 2d game worked with mobile GLES2.
INSTRUCTIONS :
Apply the shader to a TextureRect or a Sprite.under “CanvasLayer” node. and set TextureRect/sprite size fit a viewport size. use shader params to adjust the effect as you like.
for demo project and a water shader effect for specified node,
please visit : https://github.com/GrhythmO/2D-water-effect-shader
Shader code
shader_type canvas_item;
uniform float wave_speed = 3.0; //wave loop speed
uniform float wave_freq = 10.0; //wave vertical freq
uniform float wave_width = 1; //wave width
void fragment(){
vec2 scale_UV = SCREEN_UV;
vec2 wave_uv_offset;
wave_uv_offset.x = cos((TIME*wave_speed)+UV.x+UV.y*wave_freq*2.0)*wave_width*0.01;
//COLOR = vec4(wave_uv_offset,0.0,1.0);
COLOR = texture(SCREEN_TEXTURE,scale_UV+wave_uv_offset);
}
This shader works great on my computer with AMD graphics, but on my two laptops with Intel Iris and Apple Silicon graphics the effect obscures the canvas rather than just warping it.
Just what I was looking for, thanks!
Works good ! and is very light
Doesn’t work on Godot 4.1
Never mind, I fixed it (sorry if I sounded mean):
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float wave_speed = 3.0; //wave loop speed
uniform float wave_freq = 10.0; //wave vertical freq
uniform float wave_width = 1; //wave width
void fragment(){
vec2 scale_UV = SCREEN_UV;
vec2 wave_uv_offset;
wave_uv_offset.x = cos((TIME*wave_speed)+UV.x+UV.y*wave_freq*2.0)*wave_width*0.01;
//COLOR = vec4(wave_uv_offset,0.0,1.0);
COLOR = texture(SCREEN_TEXTURE,scale_UV+wave_uv_offset);
}