Water plane
Waves in the vertex shader with the normal recomputed from the derivative, so the light follows them.
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Godot classes used
PlaneMeshShaderMaterialMeshInstance3D
The code
scripts/main.gd
extends Node
func _ready() -> void:
_add_environment()
_add_light()
var mesh: PlaneMesh = PlaneMesh.new()
mesh.size = Vector2(30, 30)
# the vertex shader has nothing to move unless the mesh has vertices
mesh.subdivide_width = 120
mesh.subdivide_depth = 120
var material: ShaderMaterial = ShaderMaterial.new()
material.shader = Get.shader('water')
var water: MeshInstance3D = MeshInstance3D.new()
water.mesh = mesh
water.material_override = material
add_child(water)
for i in 4:
_add_buoy(Vector3(cos(i * 1.6) * 4.0, 0.3, sin(i * 1.6) * 4.0))
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(0, 2.6, 8)
add_child(camera)
camera.look_at(Vector3(0, 0, -2), Vector3.UP)
camera.current = true
print('120 by 120 subdivisions, and the normal comes from the derivative of the wave')
func _add_buoy(at: Vector3) -> void:
var mesh: SphereMesh = SphereMesh.new()
mesh.radius = 0.4
mesh.height = 0.8
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#fc7f7f')
material.roughness = 0.4
var buoy: MeshInstance3D = MeshInstance3D.new()
buoy.mesh = mesh
buoy.material_override = material
buoy.position = at
add_child(buoy)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.1, 0.16, 0.34)
sky_material.sky_horizon_color = Color(0.5, 0.55, 0.65)
sky_material.ground_bottom_color = Color(0.05, 0.07, 0.12)
sky_material.ground_horizon_color = Color(0.3, 0.34, 0.42)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 1.0
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-35, -50, 0)
light.light_energy = 1.4
add_child(light)shaders/water.gdshader
shader_type spatial;
uniform vec3 shallow_color: source_color = vec3(0.1, 0.55, 0.75);
uniform vec3 deep_color: source_color = vec3(0.02, 0.12, 0.35);
uniform vec3 foam_color: source_color = vec3(0.8, 0.95, 1.0);
uniform float wave_height = 0.22;
uniform float wave_length = 1.4;
uniform float speed = 1.2;
float wave(vec2 p) {
return sin(p.x / wave_length + TIME * speed) * cos(p.y / wave_length * 0.8 + TIME * speed * 0.7);
}
void vertex() {
float height = wave(VERTEX.xz);
VERTEX.y += height * wave_height;
// the normal comes from the derivative of the same function, without it the light ignores the waves
float step_size = 0.05;
float dx = wave(VERTEX.xz + vec2(step_size, 0.0)) - height;
float dz = wave(VERTEX.xz + vec2(0.0, step_size)) - height;
NORMAL = normalize(vec3(-dx * wave_height / step_size, 1.0, -dz * wave_height / step_size));
}
void fragment() {
float facing = clamp(dot(normalize(NORMAL), normalize(VIEW)), 0.0, 1.0);
float fresnel = pow(1.0 - facing, 3.0);
ALBEDO = mix(deep_color, shallow_color, facing);
ALBEDO = mix(ALBEDO, foam_color, fresnel * 0.6);
ROUGHNESS = 0.08;
METALLIC = 0.25;
SPECULAR = 0.9;
}