Toon Style 3D Water Shader – No textures needed
1. Create a MeshInstance3D and in the inspector create it as a PlaneMesh. Subdivide the PlaneMesh 32×32 and set the size of the PlaneMesh to 128 x 128
2. Add a shaderMaterial and apply this shader.
Many thanks to NektoArts and the core of this shader which can be found here:
https://godotshaders.com/shader/wind-waker-water-no-textures-needed/
Shader code
// 3D Water Shader similar to Zelda Windwaker - tested on Godot 4.3
// Based on NekotoArts and modified for Godot 4.3 with enhancements
// We are using a vertex shader to create wave motion by adjusting the height of vertices
// the fragment shader generates the water surface appearance
// by combining multiple layers of circular patterns to simulate the water & foam
// and distortion with color mixing to achieve a toon water-like effect
shader_type spatial;
// Water color and foam color
uniform vec4 WATER_COL : source_color = vec4(0.04, 0.38, 0.88, 1.0);
uniform vec4 WATER2_COL : source_color = vec4(0.04, 0.35, 0.78, 1.0);
uniform vec4 FOAM_COL : source_color = vec4(0.8125, 0.9609, 0.9648, 1.0);
// Water animation and appearance
uniform float distortion_speed = 2.0;
uniform vec2 tile = vec2(5.0, 5.0);
uniform float wave_speed = 2;
uniform float wave_amplitude = 0.5;
uniform float wave_frequency = 1.5;
uniform float time_offset = 0.0;
uniform vec2 water_size = vec2(128.0, 128.0);
// Uniforms for transparency and depth effects
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float water_transparency = 0.8; // Adjust this to control overall water transparency
uniform float water_depth_factor = 0.1; // Adjust this to control how quickly water becomes opaque with depth
// Foam uniforms for where the mesh intersects the water mesh
uniform float foam_width = 0.5;
uniform float foam_edge_softness = 0.05;
uniform float foam_smoothness = 0.03;
uniform float foam_distortion_speed = 0.5;
uniform float foam_distortion_amount = 0.1;
// Math constants
const float TWOPI = 6.283185307;
const float SIXPI = 18.84955592;
// Noise function for foam distortion
float noise(vec2 uv) {
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453);
}
// noise function for smoother distortion
float smooth_noise(vec2 uv) {
vec2 id = floor(uv);
vec2 f = fract(uv);
float a = noise(id);
float b = noise(id + vec2(1.0, 0.0));
float c = noise(id + vec2(0.0, 1.0));
float d = noise(id + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
// Function to calculate foam
float calculate_foam(vec2 uv, float depth_diff, float time) {
// Add distortion to UV based on time and noise
vec2 distorted_uv = uv + vec2(
smooth_noise(uv * 5.0 + time * foam_distortion_speed) * foam_distortion_amount,
smooth_noise(uv * 5.0 + 100.0 + time * foam_distortion_speed) * foam_distortion_amount
);
// Calculate foam based on depth difference and distorted UV
float foam_shape = smoothstep(0.0, foam_width, abs(depth_diff));
foam_shape = smoothstep(foam_edge_softness, 0.0, foam_shape);
foam_shape *= smooth_noise(distorted_uv * 10.0);
return foam_shape;
}
// Wave height calculation (unchanged)
float calculate_wave_height(vec2 position, float time) {
float wave_x = sin(position.x * wave_frequency + time * wave_speed);
float wave_y = cos(position.y * wave_frequency + time * wave_speed);
return (wave_x + wave_y) * 0.5 * wave_amplitude;
}
// Vertex shader (unchanged)
void vertex() {
vec4 world_position = MODEL_MATRIX * vec4(VERTEX, 1.0);
float wave = calculate_wave_height(world_position.xz, TIME + time_offset);
VERTEX.y += wave;
}
// Circle function for water effects
float circ(vec2 pos, vec2 c, float s) {
c = abs(pos - c);
c = min(c, 1.0 - c);
return smoothstep(0.0, 0.002, sqrt(s) - sqrt(dot(c, c))) * -1.0;
}
// Water layer function
// use the circles to draw the toon water design
float waterlayer(vec2 uv) {
uv = mod(uv, 1.0); // Clamp to [0..1]
float ret = 1.0;
ret += circ(uv, vec2(0.37378, 0.277169), 0.0268181);
ret += circ(uv, vec2(0.0317477, 0.540372), 0.0193742);
ret += circ(uv, vec2(0.430044, 0.882218), 0.0232337);
ret += circ(uv, vec2(0.641033, 0.695106), 0.0117864);
ret += circ(uv, vec2(0.0146398, 0.0791346), 0.0299458);
ret += circ(uv, vec2(0.43871, 0.394445), 0.0289087);
ret += circ(uv, vec2(0.909446, 0.878141), 0.028466);
ret += circ(uv, vec2(0.310149, 0.686637), 0.0128496);
ret += circ(uv, vec2(0.928617, 0.195986), 0.0152041);
ret += circ(uv, vec2(0.0438506, 0.868153), 0.0268601);
ret += circ(uv, vec2(0.308619, 0.194937), 0.00806102);
ret += circ(uv, vec2(0.349922, 0.449714), 0.00928667);
ret += circ(uv, vec2(0.0449556, 0.953415), 0.023126);
ret += circ(uv, vec2(0.117761, 0.503309), 0.0151272);
ret += circ(uv, vec2(0.563517, 0.244991), 0.0292322);
ret += circ(uv, vec2(0.566936, 0.954457), 0.00981141);
ret += circ(uv, vec2(0.0489944, 0.200931), 0.0178746);
ret += circ(uv, vec2(0.569297, 0.624893), 0.0132408);
ret += circ(uv, vec2(0.298347, 0.710972), 0.0114426);
ret += circ(uv, vec2(0.878141, 0.771279), 0.00322719);
ret += circ(uv, vec2(0.150995, 0.376221), 0.00216157);
ret += circ(uv, vec2(0.119673, 0.541984), 0.0124621);
ret += circ(uv, vec2(0.629598, 0.295629), 0.0198736);
ret += circ(uv, vec2(0.334357, 0.266278), 0.0187145);
ret += circ(uv, vec2(0.918044, 0.968163), 0.0182928);
ret += circ(uv, vec2(0.965445, 0.505026), 0.006348);
ret += circ(uv, vec2(0.514847, 0.865444), 0.00623523);
ret += circ(uv, vec2(0.710575, 0.0415131), 0.00322689);
ret += circ(uv, vec2(0.71403, 0.576945), 0.0215641);
ret += circ(uv, vec2(0.748873, 0.413325), 0.0110795);
ret += circ(uv, vec2(0.0623365, 0.896713), 0.0236203);
ret += circ(uv, vec2(0.980482, 0.473849), 0.00573439);
ret += circ(uv, vec2(0.647463, 0.654349), 0.0188713);
ret += circ(uv, vec2(0.651406, 0.981297), 0.00710875);
ret += circ(uv, vec2(0.428928, 0.382426), 0.0298806);
ret += circ(uv, vec2(0.811545, 0.62568), 0.00265539);
ret += circ(uv, vec2(0.400787, 0.74162), 0.00486609);
ret += circ(uv, vec2(0.331283, 0.418536), 0.00598028);
ret += circ(uv, vec2(0.894762, 0.0657997), 0.00760375);
ret += circ(uv, vec2(0.525104, 0.572233), 0.0141796);
ret += circ(uv, vec2(0.431526, 0.911372), 0.0213234);
ret += circ(uv, vec2(0.658212, 0.910553), 0.000741023);
ret += circ(uv, vec2(0.514523, 0.243263), 0.0270685);
ret += circ(uv, vec2(0.0249494, 0.252872), 0.00876653);
ret += circ(uv, vec2(0.502214, 0.47269), 0.0234534);
ret += circ(uv, vec2(0.693271, 0.431469), 0.0246533);
ret += circ(uv, vec2(0.415, 0.884418), 0.0271696);
ret += circ(uv, vec2(0.149073, 0.41204), 0.00497198);
ret += circ(uv, vec2(0.533816, 0.897634), 0.00650833);
ret += circ(uv, vec2(0.0409132, 0.83406), 0.0191398);
ret += circ(uv, vec2(0.638585, 0.646019), 0.0206129);
ret += circ(uv, vec2(0.660342, 0.966541), 0.0053511);
ret += circ(uv, vec2(0.513783, 0.142233), 0.00471653);
ret += circ(uv, vec2(0.124305, 0.644263), 0.00116724);
ret += circ(uv, vec2(0.99871, 0.583864), 0.0107329);
ret += circ(uv, vec2(0.894879, 0.233289), 0.00667092);
ret += circ(uv, vec2(0.246286, 0.682766), 0.00411623);
ret += circ(uv, vec2(0.0761895, 0.16327), 0.0145935);
ret += circ(uv, vec2(0.949386, 0.802936), 0.0100873);
ret += circ(uv, vec2(0.480122, 0.196554), 0.0110185);
ret += circ(uv, vec2(0.896854, 0.803707), 0.013969);
ret += circ(uv, vec2(0.292865, 0.762973), 0.00566413);
ret += circ(uv, vec2(0.0995585, 0.117457), 0.00869407);
ret += circ(uv, vec2(0.377713, 0.00335442), 0.0063147);
ret += circ(uv, vec2(0.506365, 0.531118), 0.0144016);
ret += circ(uv, vec2(0.408806, 0.894771), 0.0243923);
ret += circ(uv, vec2(0.143579, 0.85138), 0.00418529);
ret += circ(uv, vec2(0.0902811, 0.181775), 0.0108896);
ret += circ(uv, vec2(0.780695, 0.394644), 0.00475475);
ret += circ(uv, vec2(0.298036, 0.625531), 0.00325285);
ret += circ(uv, vec2(0.218423, 0.714537), 0.00157212);
ret += circ(uv, vec2(0.658836, 0.159556), 0.00225897);
ret += circ(uv, vec2(0.987324, 0.146545), 0.0288391);
ret += circ(uv, vec2(0.222646, 0.251694), 0.00092276);
ret += circ(uv, vec2(0.159826, 0.528063), 0.00605293);
return max(ret, 0.0);
}
// Water effect function to return vec4
vec4 water(vec2 uv, vec3 cdir, float iTime) {
uv *= vec2(0.25);
vec2 a = 0.025 * cdir.xz / cdir.y;
float h = sin(uv.x + iTime);
uv += a * h;
h = sin(0.841471 * uv.x - 0.540302 * uv.y + iTime);
uv += a * h;
float d1 = mod(uv.x + uv.y, TWOPI);
float d2 = mod((uv.x + uv.y + 0.25) * 1.3, SIXPI);
d1 = iTime * 0.07 + d1;
d2 = iTime * 0.5 + d2;
vec2 dist = vec2(
sin(d1) * 0.15 + sin(d2) * 0.05,
cos(d1) * 0.15 + cos(d2) * 0.05
);
vec4 ret = mix(WATER_COL, WATER2_COL, waterlayer(uv + dist.xy));
ret = mix(ret, FOAM_COL, waterlayer(vec2(1.0) - uv - dist.yx));
return ret;
}
void fragment() {
// Calculate basic water effect
vec4 water_color = water(UV * tile, vec3(0, 1, 0), TIME * distortion_speed);
// Get the depth of the pixel in the scene
float scene_depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
// Convert scene depth to view space
vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, scene_depth);
vec4 view_coords = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view_coords.xyz /= view_coords.w;
float linear_scene_depth = -view_coords.z;
// Calculate the depth of the water surface in view space
vec4 water_world_pos = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
vec4 water_view_pos = VIEW_MATRIX * water_world_pos;
float linear_water_depth = -water_view_pos.z;
// Calculate depth difference
float depth_diff = linear_scene_depth - linear_water_depth;
// Calculate foam
float foam = calculate_foam(UV, depth_diff, TIME);
// Calculate water opacity based on depth
float water_opacity = clamp(depth_diff * water_depth_factor, 0.0, 1.0);
// Mix water color with the scene behind it
vec4 background = texture(SCREEN_TEXTURE, SCREEN_UV);
vec4 final_color = mix(background, water_color, water_opacity * water_transparency);
// Add foam
final_color = mix(final_color, FOAM_COL, foam);
// Set final color and alpha
ALBEDO = final_color.rgb;
ALPHA = final_color.a;
}