Water Shader
Another water shader I found on YouTube, I did NOT create this shader, I’m just uploading it here for more people to use it and prestige the creator.
Original creator: StayAtHomeDev
Original video: https://youtu.be/7L6ZUYj1hs8
This are the default values:
shader_parameter/albedo = Color(0, 0.321569, 0.431373, 1)
shader_parameter/albedo2 = Color(0, 0.47451, 0.764706, 1)
shader_parameter/beers_law = 2.0
shader_parameter/color_deep = Color(0.105882, 0.294118, 0.329412, 1)
shader_parameter/color_shallow = Color(0, 0.552941, 0.65098, 1)
shader_parameter/depth_offset = -0.75
shader_parameter/edge_color = Color(1, 1, 1, 1)
shader_parameter/edge_scale = 0.1
shader_parameter/far = 100.0
shader_parameter/height_scale = 0.15
shader_parameter/metallic = 0.0
shader_parameter/near = 1.0
shader_parameter/noise_scale = 10.0
shader_parameter/roughness = 0.02
shader_parameter/texture_normal = NoiseTexture2D(perlin noise, with riged FBM, seamless and as normal)
shader_parameter/texture_normal2 = NoiseTexture2D(perlin noise, with riged FBM, seamless and as normal)
shader_parameter/time_scale = 0.025
shader_parameter/wave = NoiseTexture2D(perlin noise, seamless)
shader_parameter/wave_direction = Vector2(2, 0)
shader_parameter/wave_direction2 = Vector2(0, 1)
Shader code
shader_type spatial;
render_mode cull_disabled;
uniform vec3 albedo : source_color;
uniform vec3 albedo2 : source_color;
uniform float metallic : hint_range(0.0, 1.0) = 0;
uniform float roughness : hint_range(0.0, 1.0) = 0.02;
uniform sampler2D wave;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
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 noise_scale = 10.0;
uniform float height_scale = 0.15;
uniform vec4 color_deep : source_color; // Deep depth color
uniform vec4 color_shallow : source_color; // Shallow depth color
uniform float beers_law = 2.0; // Beer's law application
uniform float depth_offset = -0.75; // Offset
uniform float edge_scale = 0.1;
uniform float near = 1.0;
uniform float far = 100.0;
uniform vec3 edge_color : source_color;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
// 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 edge(float depth){
depth = 2.0 * depth - 1.0;
return near * far / (far + depth * (near - far));
}
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() {
// Depth variables and calc
float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0;
float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
// Retrieving depth color and applying the deep and shallow colors
vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb;
vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power);
vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5);
// Getting edge depth calc
float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
float z_pos = edge(FRAGCOORD.z);
float z_dif = z_depth - z_pos;
// Time calculations for wave (normal map) movement
vec2 time = (TIME * wave_direction) * time_scale; // Movement rate of first wave
vec2 time2 = (TIME * wave_direction2) * time_scale; // Movement rate of second wave
// Blend normal maps into one
vec3 normal_blend = mix(texture(texture_normal,world_pos.xz + time).rgb, texture(texture_normal2,world_pos.xz + time2).rgb, 0.5);
// Calculate Fresnel
float fresnel = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel
vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0));
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal_blend;
}

This is great but beers law seem to have no effect on depth – if I use a sloped plane under my water plane, it has the same color all the way
Text version of the tutorial from the original creator of the shader: https://stayathomedev.com/tutorials/single-plane-water-shader/
I fixed it from being completely white using a fix in the comments section of that tutorial. I also added some more default values so you only have to set the sampler2Ds.
shader_type spatial; render_mode cull_disabled; uniform vec3 albedo : source_color = vec3(0, 0.321569, 0.431373); uniform vec3 albedo2 : source_color = vec3(0, 0.47451, 0.764706); uniform float metallic : hint_range(0.0, 1.0) = 0; uniform float roughness : hint_range(0.0, 1.0) = 0.02; uniform sampler2D wave; uniform sampler2D texture_normal; uniform sampler2D texture_normal2; 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 noise_scale = 10.0; uniform float height_scale = 0.15; uniform vec3 color_deep : source_color = vec3(0.105882, 0.294118, 0.329412); // Deep depth color uniform vec3 color_shallow : source_color = vec3(0, 0.552941, 0.65098); // Shallow depth color uniform float beers_law = 2.0; // Beer's law application uniform float depth_offset = -0.75; // Offset uniform float edge_scale = 0.1; uniform float near = 1.0; uniform float far = 100.0; uniform vec3 edge_color : source_color = vec3(1.0, 1.0, 1.0); uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; // 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 edge(float depth) { depth = 1.0 - (2.0 * depth); return near * far / (far + (depth * (near - far))); } 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() { // Depth variables and calc float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0; float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]); float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law); depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0); float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0); // Retrieving depth color and applying the deep and shallow colors vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb; vec3 depth_color = mix(color_shallow, color_deep, depth_blend_power); vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5); // Getting edge depth calc float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = edge(FRAGCOORD.z); float z_dif = z_depth - z_pos; // Time calculations for wave (normal map) movement vec2 time = (TIME * wave_direction) * time_scale; // Movement rate of first wave vec2 time2 = (TIME * wave_direction2) * time_scale; // Movement rate of second wave // Blend normal maps into one vec3 normal_blend = mix(texture(texture_normal, world_pos.xz + time).rgb, texture(texture_normal2, world_pos.xz + time2).rgb, 0.5); // Calculate Fresnel float fresnel = fresnel(5.0, NORMAL, VIEW); vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif)); ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0)); METALLIC = metallic; ROUGHNESS = roughness; NORMAL_MAP = normal_blend; }add scale to normal maps
shader_type spatial;
render_mode cull_disabled;
uniform vec3 albedo : source_color = vec3(0, 0.321569, 0.431373);
uniform vec3 albedo2 : source_color = vec3(0, 0.47451, 0.764706);
uniform float metallic : hint_range(0.0, 1.0) = 0;
uniform float roughness : hint_range(0.0, 1.0) = 0.02;
uniform sampler2D wave;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
uniform vec2 wave_direction = vec2(2.0, 0.0); // Direction of wave 1
uniform float normal_scale1 : hint_range(0.1, 100.0) = 5.0; // размер одного повторения первой нормали в метрах
uniform vec2 wave_direction2 = vec2(0.0, 1.0); // Direction of wave 2
uniform float normal_scale2 : hint_range(0.1, 100.0) = 5.0; // …для второй нормали
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME
uniform float noise_scale = 10.0;
uniform float height_scale = 0.15;
uniform vec3 color_deep : source_color = vec3(0.105882, 0.294118, 0.329412); // Deep depth color
uniform vec3 color_shallow : source_color = vec3(0, 0.552941, 0.65098); // Shallow depth color
uniform float beers_law = 2.0; // Beer’s law application
uniform float depth_offset = -0.75; // Offset
uniform float edge_scale = 0.1;
uniform float near = 1.0;
uniform float far = 100.0;
uniform vec3 edge_color : source_color = vec3(1.0, 1.0, 1.0);
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
// 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 edge(float depth) {
depth = 1.0 – (2.0 * depth);
return near * far / (far + (depth * (near – far)));
}
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() {
// Depth variables and calc
float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 – 1.0;
float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
depth_blend = clamp(1.0 – depth_blend, 0.0, 1.0);
float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
// Retrieving depth color and applying the deep and shallow colors
vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb;
vec3 depth_color = mix(color_shallow, color_deep, depth_blend_power);
vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5);
// Getting edge depth calc
float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
float z_pos = edge(FRAGCOORD.z);
float z_dif = z_depth – z_pos;
// Time calculations for wave (normal map) movement
vec2 time = (TIME * wave_direction) * time_scale; // Movement rate of first wave
vec2 time2 = (TIME * wave_direction2) * time_scale; // Movement rate of second wave
// Blend normal maps into one
//vec3 normal_blend = mix(texture(texture_normal, world_pos.xz + time).rgb, texture(texture_normal2, world_pos.xz + time2).rgb, 0.5);
// Новый вариант с масштабом
vec2 uv1 = world_pos.xz / normal_scale1 + time;
vec2 uv2 = world_pos.xz / normal_scale2 + time2;
vec3 n1 = texture(texture_normal, uv1).rgb;
vec3 n2 = texture(texture_normal2, uv2).rgb;
vec3 normal_blend = mix(n1, n2, 0.5);
// Calculate Fresnel
float fresnel = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel
vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0));
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal_blend;
}