// Toon water shader // from https://godotshaders.com/shader/toon-style-3d-water-shader-no-textures-needed/ // 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; }