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Sprint 2, Week 4: Water Shader

  • Writer: Shiyu
    Shiyu
  • May 10, 2021
  • 2 min read

Updated: May 24, 2021

Hi it's Shiyu again. Today I tried making water. I looked on the asset store but there were no suitable ones. So I browsed youtube and searched for a tutorial. Alas, i found one.

I followed Brackeys' Tutorial https://youtu.be/Vg0L9aCRWPE

I wanted to make a simple cartoon water for the pond.

Here's how the final looked like.

First, I created a PBR shader in a URP project, then created a material for the shader.

Then created a blue base color for the water.

Then added voronoi to simulate random noise. This will be the water's pattern.

Then I created a time and multiply node to the angle offset to add some distortion to the noise for random water pattern movement. RippleSpeed is a Vector1 connected to multiply to control the speed of the cells' random movement.

Then I added another Vector1 and named it RippleDensity to control the density of the cells.

Next, I wanted to make the cells bigger so the lines between them will be thinner. I added Power to multiply to increase the size of the cells.

RippleSlimness is there to help control the white lines size, the smaller the number the bigger the space.

Then, I created a Color property and named it RippleColor to add color to the ripples. I used bright blue, almost close to white.

The mode of this color property is changed to HDR to control the intensity of the brightness / color.

Then another multiply is added to multiply the power and color together.

Then a new Add is added to add the ripple and base blue water color together.

And then it is added to the Albedo of the material.

Up till here, this creates a flat water shader. I want to add some wave / movement to the water.

So to give the water some vertical movement. I added Gradient Noise, then added Tiling and Offset with time + multiple. The latter will enable constant movement from Tiling and Offset.


Lastly, connect the GradientNoise to PBR Master(Mat) and it's done!



 
 
 

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