Stylized Water for Godot 4.x

I port and combine to stylized water shader made by kmitt91 and Water shader made by StayAtHomeDev

This below is your can find original source code shader of kmitt91 and StayAtHomeDev

Stylized Water Shader

https://stayathomedev.itch.io/godot-water-shader-v1

 

Video Demo:

https://drive.google.com/file/d/1pGpBF8q1lN9x7ltWcUJ3VYJCbUfXI5O6/view?usp=sharing

Shader code
shader_type spatial;
render_mode cull_disabled; // specular_schlick_ggx

//Water Color
uniform vec4 color : source_color;
uniform vec4 deep_water: source_color;

uniform float roughness : hint_range(0.0, 1.0) = 0.1;
uniform float metallic : hint_range(0.0, 1.0) = 0;

//Water Speed
uniform float speed: hint_range(-1, 1) = 0.02;


uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;



//depth-fade 
uniform float beer_law_factor = 2.0;
uniform float _distance = 50.0;

//Water foam 
uniform vec4 edge_color: source_color;
uniform float edge_scale = 0.1;
uniform float near = 0.1;
uniform float far = 100.0;

//Water Wave 
uniform vec2 wave_direction = vec2(2.0,0.0); // Direction of wave 1
uniform vec2 wave_direction2 = vec2(0.0,1.0); // Direction of wave 2
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME
uniform float height_scale = 0.15;
uniform float noise_scale = 10.0;

// Water Noise
uniform sampler2D noise1;
uniform sampler2D noise2;
uniform sampler2D wave;
uniform sampler2D normalmap: hint_normal;

// Varying variables
varying float height;
varying vec3 world_pos;



float fresnel(float amount, vec3 normal, vec3 view)
{
	return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}



float rim(float depth) {
	depth = 2.0 * depth - 1.0;
	return near * far / (far + depth * (near - far));
}

float calc_depth_fade(float depth, mat4 projection_matrix, 
						vec4 fragcoord, float beer_factor, float __distance, vec3 vertex) {
	
	float scene_depth = depth;

	scene_depth = scene_depth * 2.0 - 1.0;
	scene_depth = projection_matrix[3][2] / (scene_depth + projection_matrix[2][2]);
	scene_depth = scene_depth + vertex.z; // z is negative
	
	// application of beers law
	scene_depth = exp(-scene_depth * beer_factor);
	
	float screen_depth = fragcoord.z;
	
	float depth_fade = (scene_depth - screen_depth) / __distance;
	
	depth_fade = clamp(depth_fade, 0.0, 1.0);
	
	return depth_fade;
}


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() {
	float time = TIME * speed;
	
	vec3 n1 = texture(noise1, UV + time).rgb;
	
	vec3 n2 = texture(noise2, UV - time * 0.2).rgb;
	
	vec2 uv_movement = UV * 4.0;
	uv_movement += TIME * speed * 4.0;
	
	float sum = (n1.r + n2.r) - 1.0;
	
	float z_depth = rim(texture(DEPTH_TEXTURE, SCREEN_UV).x);
	
	float z_pos = rim(FRAGCOORD.z);
	
	float diff = z_depth - z_pos;
	
	// depth-fade
	float z_depth_fade = calc_depth_fade(texture(DEPTH_TEXTURE, SCREEN_UV).x, PROJECTION_MATRIX, FRAGCOORD, beer_law_factor, _distance, VERTEX);
	
	float z_fade = rim(FRAGCOORD.z);
	
	float fade_diff = z_depth_fade - z_fade;
	
	vec4 gradientcolor = mix(color, deep_water, z_depth_fade);
	
	
	vec2 displacement = vec2(sum * 0.01);
	diff += displacement.x * 15.0;
	
	vec4 depth_color_adj = mix(edge_color, gradientcolor, step(edge_scale, diff));
	
	vec4 alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement);

	// Calculate Fresnel
	float fresnel = fresnel(2.0, NORMAL, VIEW);

	//vec4 surface_color = mix(color, deep_water, fresnel);
	
	float fin = 0.0;
	if (sum > 0.0 && sum < 0.4) fin = 0.1;
	if (sum > 0.4 && sum < 0.8) fin = 0.0;
	if (sum > 0.8) fin = 1.0;
	
	// konvertier fin in vec3 um
	//ALBEDO = vec3(fin) + mix(alpha.rgb, (surface_color + depth_color_adj).rgb, gradientcolor.a);
	ALBEDO = vec3(fin) + mix(alpha.rgb, depth_color_adj.rgb, gradientcolor.a);
	NORMAL_MAP = texture(normalmap, uv_movement).rgb;
	
	METALLIC = metallic;

	ROUGHNESS = roughness;
}
Tags
shader, Spatial, stylized, 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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Gui
Gui
19 days ago

Foam stopped working on 4.3 for some reason.

Nathan Hold
14 days ago
Reply to  Gui

The reason foam stopped working is here:

https://godotengine.org/article/introducing-reverse-z/

I was able to get this working by replacing the commented out part with:

//ALBEDO = vec3(fin) + mix(alpha.rgb, (surface_color + depth_color_adj).rgb, gradientcolor.a);
ALBEDO = vec3(fin) + mix(alpha.rgb, gradientcolor.rgb, gradientcolor.a);
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
vec4 upos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth, 1.0);
vec3 pixel_position = upos.xyz / upos.w;
    
if (VERTEX.z < pixel_position.z + 0.05) {
  ALBEDO = vec3(edge_color.rgb);
}
Steven
1 day ago
Reply to  Nathan Hold

Great fix! I noticed edge_scale wasnt being applied. So I fixed that with this:

	// Adjust the edge foam calculation to include edge_scale
	if (VERTEX.z < pixel_position.z + 0.05 + edge_scale) {
	  ALBEDO = vec3(edge_color.rgb);
	}