Y2k/6th Gen Water

Water shader inspired by video games from the early-to-mid 2000s, such as the water in Morrowind or Super Mario Sunshine

Parems:

Normal Map: The normal map for the waves (I used a noise texture in godot and checked “Normal Map” and “Seamless” on)

Color: what color the water is

Rapid: How fast the waves move

Tranparency: How see-through the water is. Adjust this to your liking and to fit the style of your game

Shader code
shader_type spatial;

uniform sampler2D normal_map;
uniform vec4 color: source_color = vec4(1, 1, 1, 1);

uniform float rapid = .05;

uniform float transparency: hint_range(0.0, 1.0, 0.01) = 1.0;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	vec2 uv = vec2(UV.x + TIME * rapid, UV.y);
	
	ALBEDO = vec3(color.r, color.g, color.b);
	
	vec4 bump = texture(normal_map, uv);
	NORMAL_MAP = vec3(bump.r, bump.g, bump.b);
	
	METALLIC = 1.0;
	ROUGHNESS = 0.;
	ALPHA = transparency;
}

//void light() {
//	// Called for every pixel for every light affecting the material.
//	// Uncomment to replace the default light processing function with this one.
//}
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Tags
2000s, 6th gen, aesthetic, gamecube, midpoly, PS2, retro, semi-realistic, water, Y2k
The shader code and all code snippets in this post are under GNU GPL v.3 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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