Circular Waves 2D

Started with a simple shader that emitted rings and muddled it up with a wave modifier and noise.

How to use:

1. Attatch to a material

2. Set noise to a new Noise image in the shader parameters.

Shader will be used in this game.

Shader code
shader_type canvas_item;

// for circles
uniform float amplitude: hint_range(0, 2, 0.01) = 2.0;
uniform float frequency: hint_range(0, 15, 0.01) = 12.69;
uniform float rippleRate : hint_range(0.5, 150.0, 0.1) = 9.2;


// for wave
uniform float waveAmplitude = 0.1;
uniform float waveFrequency = 4.0;
uniform float blendingAmount = 0.6;


// other
uniform sampler2D noise;



vec2 wave(vec2 uv, float time) {
    return vec2(
        uv.x + sin(uv.y * waveFrequency * 5.0 + time) * waveAmplitude,
        uv.y + sin(uv.x * waveFrequency + time) * waveAmplitude
    );
}

void fragment() {
	vec2 wave_uv = wave(UV, TIME);
	vec4 ns = texture(noise, wave_uv);
	
	vec2 motion = vec2(0.0, 1.0);
	float pi = 3.14159265358979323846;
	vec2 uv = UV * 2.0 - 1.0;

	float dist = length(uv);
	ns *= 1.4142135;
	dist += -0.1 * ns.x;
	float ripple = sin(dist * -frequency * pi + rippleRate * TIME) * amplitude / (dist + 1.0);


	vec4 color = vec4(1.0, 1.0, 1.0, 2.0 * ripple);
	
	float alphaScalar = (1.0 - min(dist, 1.0)) * ns.x * 2.5; 


	color.a *= 1.0 * alphaScalar * (ripple + ns.x * ns.y);
	color.a = max(color.a - (ns.y * 0.45), 0.0);

    COLOR = color;
}
Tags
2d, water, waves
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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GreenCloversGames
1 year ago

This is such a great and versatile shader! I’ve been using it to create a flame like effect for a demon summoning!

Jonathan
Jonathan
4 months ago

Excellent shader! I’m using it for flames going around a star….