How To Create A Water Shader 2.0 // Godot 4 Tutorial

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In this Godot 4 shader tutorial, we're coding a basic realistic water shader using normal maps.

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0:00 - Introduction and Overview
0:17 - Scene Setup
0:34 - Creating the Shader Material Resource
0:51 - Setting Shader Type and Primary Color
1:04 - Using ALBEDO
1:22 - ROUGHNESS
1:42 - Adding the Wave Normal Maps
2:27 - Adding Wave Normal Movement
3:10 - Adding Fresnel
3:30 - Final Result
3:40 - Get the Source Files

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This series is part of my sponsored Godot shader tutorial videos where we'll create shaders step by step. I won't be skipping any steps in the process and everything will be sequential video to video.

Joining my Patreon in one of the 3 tiers will give you:

- access to the private Discord channel
- your name in the project README
- early access to tutorial videos
- power to vote on what mechanics get covered in future videos
- full access to the project source files to use in your own projects

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#godot #godotengine #shaders
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Ooooo, tell me you're going to do buoyancy

lethn
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Thank you! I myself experimented with realistic water shader but yours is far better.

afghangoat
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Thank you for the updated version. I enjoyed learning the old version making work with latest Godot version. Looking forward for the next episode.

iqaznili
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This was so good and simple, really looking forward to more of it since I also really want transparency and hopefully a simulation of caustic refraction

bruszan
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Thank you for sharing this tutorial, it is eye opening for how easy it felt following along. I learned that Godot has a built in Noise generator which to me is extremely informative as I didn't think it had one. I do want to mention that I'm not used to writing shaders as of yet and currently have limited experience with them, following other tutorials and such, I thought the shading language would be some what similar to GDScript but it sort of wasn't to my surprise. Semi colons, type declaration and needing to declare your functions before you use them (You can't seem to call the "fresenel" function if it's written AFTER the "fragment" function). So yeah, I learned some new things to say the least, so thank you again and I look forward to the next video on this water shader.

Kry
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just what i needed, exactly when i needed it. great content

FederxDev
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You mentioned that you might do a vshader video for this, I hope you get the chance to do so. I tried to translate your steps to a vshader; it works; I am just interested in seeing how you would do it.

iqaznili
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Thanks. Will you cover underwater post process effects (or similar) too?

tskjukka
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is still reflection and transparency at same time not possible?

cenullum
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hi can u make a tutorial where u show how to make a map then a gun then etc for a fps game please

V-Production
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I assume it would be a big step up but do you think you could replicate the water of sea of thieves?

MarshalLeigh