Toon Water Shader
This is a port from the original unity shader by Erik Roystan Ross explained in this article, and hosted on github with Unlicense License
There are still some issues:
- Godot 3 doesn’t has NORMAL texture from the Camera on Spatial shaders, so the normal calculations might be not correct
I encourage all people to contribute to this and make it better , code and project is hosted on github
Shader code
/**
* Ported from the original unity shader by Erik Roystan Ross
* https://roystan.net/articles/toon-water.html
* https://github.com/IronWarrior/ToonWaterShader
* Camera Depth taken from Bastiaan Olij's video on: https://www.youtube.com/watch?v=Jq3he9Lbj7M
*/
shader_type spatial;
const float SMOOTHSTEP_AA = 0.01;
uniform sampler2D surfaceNoise;
uniform sampler2D distortNoise;
uniform float beer_factor = 0.8;
uniform float foam_distance = 0.01;
uniform float foam_max_distance = 0.4;
uniform float foam_min_distance = 0.04;
uniform vec4 foam_color: hint_color = vec4(1.0);
uniform vec2 surface_noise_tiling = vec2(1.0, 4.0);
uniform vec3 surface_noise_scroll = vec3(0.03, 0.03, 0.0);
uniform float surface_noise_cutoff: hint_range(0, 1) = 0.777;
uniform float surface_distortion_amount: hint_range(0, 1) = 0.27;
uniform vec4 _DepthGradientShallow: hint_color = vec4(0.325, 0.807, 0.971, 0.725);
uniform vec4 _DepthGradientDeep: hint_color = vec4(0.086, 0.407, 1, 0.749);
uniform float _DepthMaxDistance: hint_range(0, 1) = 1.0;
uniform float _DepthFactor = 1.0;
varying vec2 noiseUV;
varying vec2 distortUV;
varying vec3 viewNormal;
vec4 alphaBlend(vec4 top, vec4 bottom)
{
vec3 color = (top.rgb * top.a) + (bottom.rgb * (1.0 - top.a));
float alpha = top.a + bottom.a * (1.0 - top.a);
return vec4(color, alpha);
}
void vertex() {
viewNormal = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
noiseUV = UV * surface_noise_tiling;
distortUV = UV;
}
void fragment(){
// https://www.youtube.com/watch?v=Jq3he9Lbj7M
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
depth = depth * 2.0 - 1.0;
depth = PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]);
depth = depth + VERTEX.z;
depth = exp(-depth * beer_factor);
depth = 1.0 - depth;
// Still unsure how to get properly the NORMAL from the camera
// this was my best attempt
vec3 existingNormal = vec3(dFdx(depth), dFdy(depth), 0);
float normalDot = clamp(dot(existingNormal.xyz, viewNormal), 0.0, 1.0);
float foamDistance = mix(foam_max_distance, foam_min_distance, normalDot);
float foamDepth = clamp(depth / foamDistance, 0.0, 1.0);
float surfaceNoiseCutoff = foamDepth * surface_noise_cutoff;
vec4 distortNoiseSample = texture(distortNoise, distortUV);
vec2 distortAmount = (distortNoiseSample.xy * 2.0 -1.0) * surface_distortion_amount;
vec2 noise_uv = vec2(
(noiseUV.x + TIME * surface_noise_scroll.x) + distortAmount.x ,
(noiseUV.y + TIME * surface_noise_scroll.y + distortAmount.y)
);
float surfaceNoiseSample = texture(surfaceNoise, noise_uv).r;
float surfaceNoiseAmount = smoothstep(surfaceNoiseCutoff - SMOOTHSTEP_AA, surfaceNoiseCutoff + SMOOTHSTEP_AA, surfaceNoiseSample);
float waterDepth = clamp(depth / _DepthMaxDistance, 0.0, 1.0) * _DepthFactor;
vec4 waterColor = mix(_DepthGradientShallow, _DepthGradientDeep, waterDepth);
vec4 surfaceNoiseColor = foam_color;
surfaceNoiseColor.a *= surfaceNoiseAmount;
vec4 color = alphaBlend(surfaceNoiseColor, waterColor);
ALBEDO = color.rgb;
ALPHA = color.a;
}
I actually can’t believe it! I saw this on GitHub a few days ago and was really curious if it could be recreated in Godot, AND THEN I SEE THIS TODAY! Absolutely beautiful!
Thanks @NekotoArts , if you do something, please share screenshot in here!
I tried to do the exact same thing as you and failed. So grateful that you shared this!!!
Thanks @paddy-exe, if you do something, please share screenshot in here!
Awesome Shader. Just found it and added to my game. It looks sooo nice 🙂
Thanks for the work and the code.
How do I share a screenshot ?
If you are wondering how to make this shader work in Godot 4 (alpha), you need to make the following changes: