// Source: https://godotshaders.com/shader/toon-water-shader/ shader_type spatial; const float SMOOTHSTEP_AA = 0.01; uniform sampler2D surfaceNoise; uniform sampler2D distortNoise; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; 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: source_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: source_color = vec4(0.325, 0.807, 0.971, 0.725); uniform vec4 _DepthGradientDeep: source_color = vec4(0.086, 0.407, 1, 0.749); uniform float _DepthMaxDistance: hint_range(0, 1) = 1.0; uniform float _DepthFactor = 1.0; uniform float roughness = 0.25; uniform float specular = 0.75; 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 depthVal = texture(DEPTH_TEXTURE, SCREEN_UV).r; float depth = PROJECTION_MATRIX[3][2] / (depthVal + 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 generated by ChatGPT xD vec4 view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depthVal, 1.0); view_pos /= view_pos.w; vec3 existingNormal = normalize(cross( dFdx(view_pos.xyz), dFdy(view_pos.xyz))); 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; ROUGHNESS = roughness; SPECULAR = specular; }