A procedural water shader, multi platforrm support(Unity, GLSL, HLSL), for a variety of water types.
The water shader is designed for various water types: lakes, ocean and rivers.
Current implemented features are:
The shader requires refraction and reflection maps of the scene, the refraction map also requires the depth. See the textures folder for examples of sky, shore, foam, height and normal maps.
Certain features can be switched off via the following defines:
Composition of the water(final, shore, refraction+depth colour, reflection + distortion, diffuse + ambient, normals):
Planned improvements are:
Based on:
Bug reports and pull requests are welcome on GitHub at https://github.com/tuxalin/water-shader.
The code is available as open source under the terms of the MIT License.