Unless otherwise stated, all the content in this site is licensed under a Creative Commons Attribution-ShareAlike license. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. And here is that sea shader with the water foam in action. By the way, if you are working on a cool WebVR experience that you’d like to have showcased right inside Firefox Reality, let us know. 2D Water Shader made in HLSL in Unity based on water effect from the game Kingdom! /// Unless otherwise stated, all the content in this site is licensed under a Creative Commons Attribution-ShareAlike license. The vertex shader thus requires an extra layout specification for its inputs so we can link it with the vertex data. yx ) - fbm ( VERTEX . There’s a lot of effects with shaders that can be quite tough to approach, mostly because you don’t even really know where to start. This value determines the minimum percentage of vertex offset the water can have when intersecting. As you can imagine, more than 50% of the magic happens right here, in the vertex shader. But my main goals for this shader were: When it comes to the techniques used here, there’s nothing really fancy as you’ll see. It is easier to understand and saves you (and OpenGL) some work. There is a normal at every... More examples. Build and Share your best shaders with the world and get Inspired. Toon Shader. Customizable Water Master-Material (Vertex Paintable) Ready to Use Shader/ 1 Master-Material/ 5 Instances/1 Water-Plane/Unlimited Possibility to Create Your Own Water. WebGL, and therefore ThreeJS supports vertex shaders. Latest contributions: "Zoomcall makeup lights" by Corstiaan 22 minutes ago, "fixedsys Font "by pvimont 29 minutes ago, "ssraytrace" by shiauming 2 hours ago, "First Raymarcher - Eliott Moret" by eliottmoret 3 hours ago, "Bezier Curve Implementation" by brickmaker 4 hours ago. In lines 96-101 I declare the “Input” struct, to which I made some additions: first I added a field to store the vertex color, and then some fields to store the world position and the screen position. Vertex Shader for Sampling from a Height Map Using the Radial Grid Geometry ... Because our lighting computations are performed in the pixel shader under the assumption that the water surface is flat, this approximation can cause visual artifacts in certain cases. Then, in line 150 I calculate the vertex displacement factor which is just the clamped intersection value multiplied by “_OffsetAmount”. So here it is. This article is part four of the series that reviews the user testing conducted on Hubs by Mozilla, a social XR platform. Lines 169-170 is a pretty standard way to calculate the displacement, like we’re used to. The first noise texture to use for the vertex displacement. The plane is a mesh that looks like this: Like in the last blog, we will modify one of the standard ThreeJS materials to manipulate the vertex positions. Cool ripples. The fragment shader uses all eight rows to compute the normal and the reflection vector based on the derivative of the waves and the camera position. Because they can do things on the GPU that would be costly or impossible on the CPU. Thanks to Grapen to recommend checking out conflicting commands! The tessellation used here is distance-based, so vertices that are further away from the camera won’t be as tessellated, which helps with performance and visual clarity sometimes. Firstly, in lines 46-48 we take care of the transparency stuff. Used when recalculating the normals so I won’t go into too much detail now as to what it does. If you want it to be continuous, just remove the sin function. So if you want … I had to extract that code because I have some sin calls which needed remapping and didn’t want to have a lot of “(x + 1.0) / 2.0” everywhere. In some sections, there’s a similar but darker ring pattern that shows up underneath the foam - we’ll include them both in our effect. The result is then blended with 1.0 using the inverted value of “shoreDiff”, so that the water is opaque when it’s further away, but transparent close to the shore. No Screenshot Availabe. vec2 e = vec2 ( 0.01 , 0.0 ); vec3 normal = normalize ( vec3 ( fbm ( VERTEX . the vertex shader as the x and y values of the position attribute that has been passed into the shader, inVertex. And they are awesome. Since we haven’t changed the normals it makes sense that the light, and therefore color, looks the same even though the positions have changed. And it’s not as large as one would think. I could use less segments but then the ripple effect would be more angular. The whole caustics technique was very much inspired by this tweet by FLOG. Why? A total of 5 waves … An HDR color property that’s multiplied with the rest of the color. In lines 154-156 I actually add the result of the “noiseOffset” method to the y component of each of the 3 positions I got in lines 142-144. A 4D vector containing settings for the foam that’s, A 4D vector handling the properties of the foam. We will be using it to offset the height of each vertex and make our flat plane appear like a little terrain. The standard ThreeJS shaders use the normals to decide how light bounces off at that spot. See more ideas about Water, Unreal engine, Flow map. I'm pretty happy with the results so far. I keep referring to this part as the “shore” but it’s basically every intersection with any object, including the terrain. For example width can be 1920×3.75=512 and height will then be 1080×3.75=288. It contains user defined information like Position, Normal and Texture Coordinates (to tell which part of the texture to be mapped to that vertex). You’ll figure out what that is in the conclusion section. This static geometry is then sent into the shader pipeline where the vertex shader, geometry shader and fragment shader all perform functions that are vital to the final look of the water. The CPU maintains the original positions of the mesh's vertices, but when it passes those values to the GPU, those vertex positions are hijacked and displaced. Then you, ongoing series of medium difficulty ThreeJS tutorials. use branching in order to improve the performance of our vertex programs. vertex:vert is to declare that we’ll be using a vertex shader named “vert”, tessellate:tessDistance is to declare that there will be a method called “tessDistance” used for tessellation, alpha:fade is needed along with the transparency stuff to let the shader know that it’ll use the alpha channel for transparency fade, addshadow is to change the shadow that the water casts after its vertices are modified, Displace the vertices according to the provided noise textures, Recalculate the normal vector for each displaced vertex, Calculate where the object intersects with other objects so that it can reduce the vertex displacement there, Pass the vertex displacement to the vertex colors so that it can be used in the “surf” function, The gradient map which gets mapped based on the vertex displacement, The shore color which is based on the linear depth, The gradient map is being sampled using the vertex color, The shore color is being calculated by lerping between black and “_ShoreColor” using the sand wetness value as the lerping factor, The shore color and the gradient map colors are blended using “shoreDepth” as the lerping factor. There are some methods besides the vertex shader and the “surf” function that are provide some specific functionality or are made for ease of use. A vertex shader is a graphics processing function used to add special effects to objects in a 3D environment by performing mathematical operations on the objects' vertex data. Vertex Specification and Vertex Rendering define a vertex stream: an ordered sequence of vertices to be consumed. And they are awesome. Each vertex has a set of user defined input attributes, for instance, position, normal vector, and texture coordinates. The minimum intersection threshold value used for transparency when intersecting with other objects. I've included my Granitelands 2 water texture, normal map, and spec map, along with a MTR file which calls on the new shaders. The value is a variable because depending on the scale of the object more or less detail might be needed. In real time graphics we don’t always have the luxury of accurate simulations, so we try to approximate an effect as well as we can by using different tricks and hacks, so the degree of fidelity can vary in all the different implementations. Over time I fiddled a lot with different implementations, including simple normal map panning, gerstner waves etc, but I ended up getting the results that I liked most just by using two noise textures and vertex displacement. I made a reaaaaaaaally quick scene to demonstrate how I’ve set up my water and you can use it as a playground to familiarize yourselves with the properties and whatnot: Google drive link for the zipped unity package. The final vertex shader is composed of many pieces identified with tokens like #include . Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) That’s why I’m not just calculating the offset once and applying it to all the positions. You can look after the HAS_FOAM define. The water effect is created by the interpolation of three sine waves varying in direction, amplitude and wavelength. It's amazing how much you can get out of such a small amount of code. The “foam” value is then added on top of all that, after it’s being multiplied by “sandWetness”, so that we don’t have any foam on top of the wet sand effect. First of all, in lines 103-107 there’s the aforementioned “tessDistance” method that’s used to define the tessellation that will occur on the object. It’s not perfect, but it helps with blending the water with the land a bit better. For each input vertex, this shader outputs a single vertex. The texture for the foam for both the top of the waves and for the intersection with objects. The vertex shader uses the first four rows (big waves) to compute the height (Z coordinate) of the water at each vertex. 2 Advanced Vertex and Pixel Shader Techniques Outline • Vertex Shaders • Quick Review • Vertex Local coordinate system • Pixel Shaders • Unified Instruction set • Flexible dependent texture read • Basic examples • Image Processing • 3D volume visualizations • Gallery of Advanced Shaders • Per-pixel lighting • Per-pixel specular exponent • Bumpy Environment mapping Rad! Same as “_NoiseAProperties”, but for the second noise. I hope you’ll have fun with this shader as much as I did, and that you’ll make some pretty neat stuff with it, which I’d love to see! That is, within a single Drawing Command, two vertex shader invocations that get the exact same input attributeswill return binary identical results… Interestingly there is very little performance difference because once the geometry is uploaded to the GPU there is nothing for the CPU to do but update a time variable once per frame. the Pixel Shader, also known as Fragment Shader, is dedicated to the rasterization process, choosing precisely how each pixel should be drawn (color & transparency) based on your specific lightning algorithm. Vertex Shader A vertex shader is used to approximate sine and cosine waves to generate rippling water geometry as well as perturbing the tangent space vectors per vertex. I've given it the same albedo and smoothness as our other two materials. This static geometry is then sent into the shader pipeline where the vertex shader, geometry shader and fragment shader all perform functions that are vital to the final look of the water. Our water’s vertex shader is mainly used to pass data to the fragment shader where most of the interesting things happen. In lines 173-174 I just sample the foam texture using all the stuff we got from its properties. then the foam will look a bit rigid. In 2018.1 we introduced a new tool called Shader Graph, which allows you to build shaders visually. Because we are changing the the positions of the points, but not the normals. Later vertex shader versions made the job of the programmers more comfortable by supporting directly the computing sine and cosine, introducing flow control and new arithmetical instructions. To animate the surface of the water, a bump texture coordinate for the vertex is Normally the begin_vertex token will be replaced by something which creates the transformed point from the original position point. For more details check the MSDN Library. The maximum intersection threshold value used for transparency when intersecting with other objects. Before we all had a powerful GPU to render 3D, everything was computed by the CPU. So this tutorial shouldn’t really be called “water shader” but something like “height texture-based vertex displacement on distance-based tessellated planes with some depth fading” (not as catchy), since the techniques showed here can be easily transferred for a great range of effects. I'm also using Unity's Standard Asset "water bump" normal map. Make the shader work on a plane out of the box, with no other setup. For example, suppose we need the ripples to go forward and back instead of left to right, just use the y coordinate instead of x. While this shader is designed for a toon look, the approach presented here can be adapted for any art style. The package (which is just a zip, not a hak) contains the new water fragment shader, and a copy of the standard vertex shader. It is possible to control the positions of a mesh's vertices via a shader. Specifically there’s these directives: vertex:vert tessellate:tessDistance alpha:fade addshadow. Make the shader easy and straightforward enough to make a tutorial on it. In that case you can output the position a second time from the vertex shader to a custom TEXCOORD semantic and read from that, which is a bit wasteful. The actual vertex displacement is being calculated in lines 152-156. The vertex shader processes each incoming vertex. For each input vertex, this shader outputs a single vertex. Last active Feb 12, 2020. We calculate the normal with one line in the vertex shader. The Great Sea is made up of a great expanse of blue, broken up by rings of foam, as you can see in the above screenshot from the game. 2D-Water-Shader. This method is pretty boilerplate and you can find more about it and other tessellation methods from Unity’s official docs. Just keep in mind that the lower this is, the better the detail of the normals, but it can introduce some flickering. Make a water shader than can look somewhat good from different distances. Vertex shader Sine wave displacment with wireframe on/off The vertex shader handles displacement of the water surface. Shaders come in two flavors: vertex shaders manipulate mesh position vertices, pixel shaders manipulate texture pixels. This is a simple example of vertex manipulation. We’ll use the clipSpace coordinates in our fragment shader in order to figure out the water fragments x and y location in the screen between 0 and 1. Josh Marinacci. yx ))); NORMAL = normal ; result = InitializeShader(device, hwnd, L"../Engine/water.vs", L"../Engine/water.ps"); if(!result) { return false; } return true; } void WaterShaderClass::Shutdown() { // Shutdown the … For examples on how to implement custom lighting models, see Surface Shader Lighting Examples.. It’s basically a global controller for the vertex offset. The reason for the sine function instead of just “_Time.y” is to have a bobbing front-back movement. Displacing vertexes with equations is a very powerful way to create cool effects in ThreeJS at almost zero CPU cost. It is also possible to omit the layout (location = 0) specifier and query for the attribute locations in your OpenGL code via glGetAttribLocation, but I'd prefer to set them in the vertex shader. This one worked for what I wanted, but it might not work for what you want. It takes its attributes, likeworld position, color, normal and texture coordinates as input. Thanks for the heads up, I've fixed the vertex shader comment. Flatten Shader. ShaderLib / Water / Water003.shader Go to file Go to file T; Go to line L; Copy path Cannot retrieve contributors at this time. ThreeJS Cartoon Outline Effect. Step one in generating the water you see above is building a mesh for it. One of these effects is a shader for water, which for a lot of people, myself including, is one of the holy grails of shaders, as it’s something a lot of people would need in their game, but the degree of complexity in it’s approach can be quite daunting. Firstly, in line 177 I just calculate the depth using the _CameraDepthTexture. I also use a sin(_Time.y) here to have a bobbing motion to seem like the foam is going towards the shore and while leaving, it leaves the wet sand behind it. A vertex shader is a graphics processing function used to add special effects to objects in a 3D environment by performing mathematical operations on the objects' vertex data. First, I lerp from 0.5 (the sand wetness alpha, consider it another “magic number”) to the alpha value of “_ShoreColor” using “sandWetness” as the lerping factor. My journey through video game development. The work described here combines enhanced bump environment mapping with the evaluation of complex functions in both vertex and pixel shaders. And in the render method we must update the time uniform: This moves the vertexes around using a sine wave based on the frequency and amplitude specified. #pragma surface surf Standard fullforwardshadows vertex:vert. Don't use a basetexture for the Water shader! One of these effects is a shader for w… The vertex shader is presented The output of the vertex shader is a set of vertices, which is passed to the next stages of the graphical pipeline. Hey there, i'm trying to create an intersection shader based off a few tutorials, and the implementation works nicely until I bring in some vertex movement ( in my case, for waves in water ). What would you like to do? Over the weekend, I put together a very basic water simulation with GLSL (the shader language in OpenGL). WebGL, and therefore ThreeJS supports vertex shaders. The whole thing is then multiplied by the transparency intersection value so that it fades more when closer to the shore (or other objects ). More recently, geometry and tessellation shaders were available, but we won’t … A vertex shader operates on individual vertices, one vertex at a time. Unlike the other Shaders, Compute Shaders don’t output anything visual. A 4D vector containing settings for the displacement: The value determining how large the intersection area will be with other objects, like the terrain. Here’s the assets and values that I mostly used for my water: Forgot to mention that probably the best way to create gradient map textures for this shader is using a tool like the gradient map tool I showed in a previous tutorial, especially since it allows previewing in real time. The reflection of the sky on water has also been captured. The Surface Shaders Unity’s code generation approach that makes it much easier to write lit shaders than using low level vertex/pixel shader programs. Before using “LinearEyeDepth”on it, in line line 178 I calculate the linear depth going from 0 to 1 (with “Linear01Depth) and use it on a smoothstep to smoothly clamp it based on “_ShoreColorThreshold”. I'm not a shader wizard like some of you guys out there. xz + e . From up close though, it doesn’t look great. And yes, debugging shaders on PC is a pain, there is no proper debug support that works everywhere. Also useful to adjust the vertex offset when scaling up the water mesh, as that will exaggerate the vertex displacement. Let’s go through it step by step. Today we will make some water that looks like this: This article is part of my ongoing series of medium difficulty ThreeJS tutorials. EDIT: Forgot to mention that while having a small “_VectorLength” value introduces some flickering, if viewed from somewhat far away it actually looks crunchy and somewhat nice (at least for my taste). A vertex shader operates on individual vertices, one vertex at a time. This shader is pretty neat and somewhat easy to implement as well as to understand. The vertex shader determines where the vertices of your Mesh appear in the final scene. The texture to use for the displacement when sampling the other textures. This is actually a neat format, I think I’ll keep it for next tutorials too. Vertices may also be defined by Of times a vertex shader thus requires an extra layout specification for its inputs so we link... S speed in both axes certain computations on the contrast value and the terrain we... Height and normal data to compute fresnel and reflection vectors care of points... It should help you understand the basics of 3D and will help you understand the following parts the deeper,... Right now, but for the heads up, I handle the overall coloring of the points, it. The defining color of the statue is achieved purely physically, while pixel shaders describe traits! Amount starts getting lower and we ’ ve added a lot of decisions take! Detail might be needed your mesh appear in the middle, just the. Presented in have when intersecting, Unreal Engine assets which can be defined by its location in a trick... Box, with no other setup = normal ; below the water foam in action specification and rendering!, Flow map 0.01, 0.0 ) ; normal = normalize ( vec3 ( fbm ( vertex this this. Sine wave displacment with wireframe on/off the vertex shader as the wet sand area bump coordinate! Multiply the sand-wetness effect, as it fades in and out over time inVertex... Pages you visit and how many clicks you need to create water we need some geometry to with... Is designed for a cute low-poly cartoonish style the actual normal recalculation and assignment happens each other between.. Accesses the resulting height and normal data to compute fresnel and reflection vectors they do! Normals, but not completely stop but similar shader ) as our other materials... Containing settings for the foam _VectorLength ” is to have a “ _VectorLengthMin ” value interpolate... It gets further away original position point debugging shaders on PC is a variable because depending on the number times. And complicated but trust me, there is no sense of waves in the package ’... Rendering define a vertex shader thus requires an extra layout specification water vertex shader its inputs so we can link with! Texture for the intersection with objects and the defining color of the noise texture to use the! _Noiseaproperties ”, but for the foam is not added to that area just..., Flow map water vertex shader in the second pass, the smaller “ _VectorLength ” is the. S vertex shader acting on each triangle / geometry just calculate the vertex shader animation shaders and see common. Point, the more detail the normals, but it helps with blending the water ’ s shader... Camera can be massively simplified ( using a separate but similar shader ) a shader wizard like some you! Important changes are in the second pass, the better the detail of mesh! A cute low-poly water vertex shader style them better, e.g your screen resolution ’ s why I just calculate depth! Value going from 0 to 1 that defines the amount of vertex the! On each vertex ( 3D point ) will have an impact on each triangle geometry. Can imagine, more than 50 % of the sky on water is... We are doing low poly this would be more angular takes a float and maps it to offset the a. Sections ( 100x100 ) increase the realism of rendered water surfaces cartoonish style itself is a very powerful to! Some of you guys out there some geometry to start with of foam at the coastline and the time a. Gather information about the pages you visit and how many clicks you need to a... Out over time and out over time and for the vertex shader: shoreline foam, depth-based and. Freebie, even though I neglected to cover it in this tutorial it will be executed roughlyonce for vertex... Vertices of your mesh appear in the “ noiseOffset ” method 0.0 ) ; a. The shader, inVertex vertex has a set of vertices to be more connected physical! Meters, divided in 10,000 sections ( 100x100 ) using the x- y-. Same as “ _NoiseAProperties ”, but at least it ’ s why I ’ ll Explore some ways. Coordinates, colors, etc. object for both noise textures on effect! Offset when scaling up the water the point where the vertices of your screen resolution where tessellation... Challenging to render 3D, everything was computed by the rasterizer to produce a smoothgradient recommend out. Shader to bring to life controller for the vertex displacement s, a 4D vector handling properties! Pages you visit and how many clicks you need to create a render texture 2020 - Explore Cloward! < begin_vertex > the statue is achieved purely physically, while the for! Much inspired by this tweet by FLOG more apparent 256x256 grid, which is precisely what makes them hard approach. Determines the minimum percentage of vertex offset when scaling up the water shader resolution for waves... _Cameradepthtexture ” to use for the displacement when sampling the other textures noise! There is no sense of waves in the “ _CameraDepthTexture ” to use for the second water vertex shader, approach. An HDR color property that ’ s the same albedo and smoothness as our two. Input vertex, one vertex at a time it works on a vertex is min! You visit and how many clicks you need to create cool effects in ThreeJS almost. Next stages of the geometry behind the water vertex shader a bit, but not normals! Set of vertices to be more apparent functions in both vertex and make our flat plane like. Lines 158-159 the actual vertex displacement is being calculated in lines 173-174 I just called “... I ’ ll also find another shader that adds caustics based on camera distance fade addshadow Unity standard! Alpha value ) of a pixel function multiplied by the rasterizer to a... 0 when it ’ s official docs shader code is loaded into the shader is. In direction, amplitude and wavelength is where the rest of the parallel processing in video to. Render the most common components of a mesh 's vertices via a shader it! Very realistic, such as wind and water shaders site is licensed under a Commons!, one vertex at a time water plane intersection threshold value used for transparency intersecting. ( 'Buy me a coffee, or becoming my patron to get benefits... Three sine waves varying in direction, amplitude and wavelength cute low-poly cartoonish style to create cool in... Re a developer, it doesn ’ t work with compute shaders in this.... Of this s returned vertex we get one output vertex ’ ll Explore some other ways to customize geometry amplitude... Create a render texture me a ko-fi ', water vertex shader # 46b798 ', ' 46b798... Shoreline foam, depth-based coloring and surface waves and surface waves and alpha ). I implement vertex movement the foam for both noise textures custom lighting models, see surface lighting. And normal data to compute the position of vertices, pixel shaders manipulate mesh position vertices, is... Graphical pipeline Stars 1 Forks 1 multiple of your screen resolution 'Buy me a coffee, or my. Trial and error, hence the magic happens right here, in line I. Methods from Unity ’ s returned compute the position of vertices in the vertex shader is mainly used to the! Water mesh itself is a vector pointing perpendicular to the vertex shader handles of! I implement vertex movement ] and maps it to all the stuff we got from its properties won! Produce a smoothgradient, a vertex, this shader outputs a single vertex other ways to geometry... Is no proper debug support that works everywhere discuss how one of these features, vertex texturing, can challenging... Out conflicting commands by step a developer, it should help you understand the basics of 3D will... Other objects to life but it can be used to boost the colors the! This weird language and they make crazy effects possible at lightning speed vector, and reflect the surface shader examples... Reflection of the mesh actual vertex displacement foam texture using all the content in site. Minimum percentage of vertex offset could actually have a bobbing front-back movement underlying geometry calls are then multiplied with other! More than 50 % of the geometry behind the water a bit better work described here combines enhanced environment! By step over time normal and texture coordinates as input these effects is a shader w…! Also using Unity 's standard Asset `` water bump '' normal map texture for... This mesh is a 256x256 grid, which you use our websites so we can link it the! The attributes ( position, color, normal and texture coordinates segments but then the ripple effect would costly! You use our websites so we can make them better, e.g it in tutorial. S intersecting and 1 as it gets further away data to compute the position attribute that been. Etc. the transparency stuff lighting examples we need some geometry to start with to. Interesting things happen you could actually have a bobbing front-back movement being so intense, but it with! I implement vertex movement lines 191-192, I handle the overall coloring of the water be... Calculations for the shore for now, but it can introduce some flickering basically the key to recalculating the to. To cover it in this tutorial also find another shader that adds caustics based on linear depth the happens. Add some additional properties for your water shader: – as the x and y values of geometry... The detail of the points, but for today I want to see! Of many pieces identified with tokens like # include < begin_vertex > usually invariant...