top of page
Search

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.

ree

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.

ree

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

ree

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.

ree
ree

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.

ree

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.

ree

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.

ree

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.

ree

ree

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

ree
ree
ree


 
 
 

Comments


Post: Blog2_Post

96945778

  • Facebook
  • Twitter
  • LinkedIn

©2021 by DBT: Shiyu. Proudly created with Wix.com

bottom of page