Anime-esque Water Shader

This is a procedural anime-esque water shader.

Shader code
/*
	アニメ水面シェーダー by あるる(きのもと 結衣)
	Anime Water Surface Shader by @arlez80

	MIT License
*/

shader_type spatial;
render_mode unshaded;

uniform vec2 speed = vec2( 1.0, 1.0 );
uniform float voronoi_scale = 18.0;
uniform float noise_scale = 0.21;
uniform vec4 color : hint_color = vec4( 0.01, 0.5866666666666666, 1.0, 1.0 );
uniform vec4 light_color : hint_color = vec4( 1.0, 1.0, 1.0, 1.0 );

vec2 random( vec2 pos )
{ 
	return fract(
		sin(
			vec2(
				dot(pos, vec2(12.9898,78.233))
			,	dot(pos, vec2(-148.998,-65.233))
			)
		) * 43758.5453
	);
}

float value_noise( vec2 pos )
{
	vec2 p = floor( pos );
	vec2 f = fract( pos );

	float v00 = random( p + vec2( 0.0, 0.0 ) ).x;
	float v10 = random( p + vec2( 1.0, 0.0 ) ).x;
	float v01 = random( p + vec2( 0.0, 1.0 ) ).x;
	float v11 = random( p + vec2( 1.0, 1.0 ) ).x;

	vec2 u = f * f * ( 3.0 - 2.0 * f );

	return mix( mix( v00, v10, u.x ), mix( v01, v11, u.x ), u.y );
}

float voronoi( vec2 v )
{
	vec2 v_floor = floor( v );
	vec2 v_fract = fract( v );

	float min_dist = 2.0;

	for( int y = -1; y <= 1; y ++ ) {
		for( int x = -1; x <= 1; x ++ ) {
			vec2 n = vec2( float( x ), float( y ) );
			vec2 p = random( v_floor + n );
			vec2 diff = p + n;
			float d = distance( v_fract, diff );

			min_dist = min( min_dist, d );
		}
	}

	return min_dist;
}

void fragment( )
{
	vec2 uv = UV;
	vec2 noise_uv = UV + speed * TIME * 0.1;

	uv.x += (
		value_noise( noise_uv * 5.45432 ) * 0.5
	+	value_noise( noise_uv * 15.754824 ) * 0.25
	+	value_noise( noise_uv * 35.4274729 ) * 0.125
	+	value_noise( noise_uv * 95.65347829 ) * 0.0625
	+	value_noise( noise_uv * 285.528934 ) * 0.03125
	+	value_noise( noise_uv * 585.495328 ) * 0.015625
	+	value_noise( noise_uv * 880.553426553 ) * 0.0078125
	+	value_noise( noise_uv * 2080.5483905843 ) * 0.00390625
	) * noise_scale;

	vec2 v1 = uv * voronoi_scale + vec2( 100.0 + TIME ) * speed;
	vec2 v2 = uv * voronoi_scale + vec2( -100.0 + TIME * 0.83 ) * speed;

	float f = mix(
		voronoi( v1 ) * 1.1
	,	voronoi( v2 ) * 1.1
	,	sin( TIME * 0.758 ) * 0.5 + 0.5
	);

	ALBEDO = mix( light_color, color, clamp( 1.0 - f * f * f, 0.0, 1.0 ) ).rgb;
}
Tags
Anime, Procedural, water
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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sramars
sramars
1 year ago

If anyone would like to convert this to a 2D shader, change the two lines below, from a “spatial” shader_type to a “canvas_item”, and from ALBEDO using .rgb to COLOR using .rgba:

// shader_type spatial;
shader_type canvas_item;

// ALBEDO = mix( light_color, color, clamp( 1.0 – f * f * f, 0.0, 1.0 ) ).rgb;
COLOR = mix( light_color, color, clamp( 1.0 – f * f * f, 0.0, 1.0 ) ).rgba;