shader_type spatial; render_mode blend_mix, depth_draw_never, cull_back, unshaded, fog_disabled; uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; uniform vec4 shore_color : source_color = vec4(0.475, 0.788, 0.796, 1.0); uniform vec4 shallow_color : source_color = vec4(0.227, 0.604, 0.663, 1.0); uniform vec4 deep_color : source_color = vec4(0.110, 0.345, 0.435, 1.0); uniform vec4 tide_wash_color : source_color = vec4(0.360, 0.720, 0.735, 1.0); uniform float shallow_depth : hint_range(0.1, 3.0, 0.01) = 0.70; uniform float deep_depth : hint_range(0.5, 12.0, 0.05) = 3.60; uniform float shore_depth_width : hint_range(0.02, 1.0, 0.01) = 0.16; uniform float shore_alpha : hint_range(0.1, 1.0, 0.01) = 0.44; uniform float shallow_alpha : hint_range(0.1, 1.0, 0.01) = 0.60; uniform float deep_alpha : hint_range(0.1, 1.0, 0.01) = 0.82; uniform bool tide_effect_enabled = true; uniform float tide_speed : hint_range(0.1, 3.0, 0.01) = 1.42; uniform float tide_distance : hint_range(0.0, 0.6, 0.01) = 0.30; uniform float tide_wash_width : hint_range(0.05, 1.0, 0.01) = 0.38; uniform float tide_wash_strength : hint_range(0.0, 0.3, 0.01) = 0.11; uniform float tide_wash_alpha_shift : hint_range(0.0, 0.15, 0.005) = 0.045; uniform float phase_noise_scale : hint_range(0.001, 0.5, 0.001) = 0.055; uniform float phase_noise_strength : hint_range(0.0, 2.0, 0.01) = 0.68; uniform float contour_corner_variation : hint_range(0.0, 0.15, 0.005) = 0.045; uniform float contour_smoothing_pixels : hint_range(0.0, 2.5, 0.05) = 1.0; uniform float contour_smoothing_strength : hint_range(0.0, 1.0, 0.01) = 0.72; uniform float contour_depth_reject : hint_range(0.05, 2.0, 0.01) = 0.60; uniform float open_water_drift_scale : hint_range(0.001, 0.3, 0.001) = 0.018; uniform vec2 open_water_drift_speed = vec2(0.010, -0.007); uniform float open_water_drift_strength : hint_range(0.0, 0.08, 0.001) = 0.045; uniform float distant_alpha_start : hint_range(10.0, 2000.0, 1.0) = 260.0; uniform float distant_alpha_end : hint_range(20.0, 5000.0, 1.0) = 1400.0; uniform vec4 environment_tint : source_color = vec4(1.0); uniform float environment_brightness : hint_range(0.1, 1.2, 0.01) = 1.0; varying vec3 world_position; varying float surface_view_depth; float hash_21(vec2 point) { return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453); } float value_noise(vec2 point) { vec2 cell = floor(point); vec2 local = fract(point); vec2 blend = local * local * (3.0 - 2.0 * local); float bottom = mix(hash_21(cell), hash_21(cell + vec2(1.0, 0.0)), blend.x); float top = mix( hash_21(cell + vec2(0.0, 1.0)), hash_21(cell + vec2(1.0, 1.0)), blend.x ); return mix(bottom, top, blend.y); } float reconstruct_view_depth( vec2 screen_uv, float raw_depth, mat4 inverse_projection ) { #if CURRENT_RENDERER == RENDERER_COMPATIBILITY vec3 ndc = vec3(screen_uv, raw_depth) * 2.0 - 1.0; #else vec3 ndc = vec3(screen_uv * 2.0 - 1.0, raw_depth); #endif vec4 view_position = inverse_projection * vec4(ndc, 1.0); return -view_position.z / max(abs(view_position.w), 0.00001); } float sample_water_depth( vec2 screen_uv, float water_surface_depth, mat4 inverse_projection ) { float raw_depth = texture(depth_texture, screen_uv).r; float scene_depth = reconstruct_view_depth( screen_uv, raw_depth, inverse_projection ); return scene_depth - water_surface_depth; } float contour_neighbor_weight( float center_depth, float neighbor_depth, float rejection_distance ) { if (neighbor_depth <= 0.0) { return 0.0; } float safe_rejection = max(rejection_distance, 0.001); return 1.0 - smoothstep( safe_rejection * 0.35, safe_rejection, abs(neighbor_depth - center_depth) ); } void vertex() { vec4 world_vertex = MODEL_MATRIX * vec4(VERTEX, 1.0); vec4 view_vertex = VIEW_MATRIX * world_vertex; world_position = world_vertex.xyz; surface_view_depth = -view_vertex.z; } void fragment() { float raw_depth = texture(depth_texture, SCREEN_UV).r; float scene_view_depth = reconstruct_view_depth( SCREEN_UV, raw_depth, INV_PROJECTION_MATRIX ); float water_depth = max(scene_view_depth - surface_view_depth, 0.0); water_depth = min(water_depth, deep_depth * 4.0); float contour_depth = water_depth; float contour_feature_support = 1.0; if (tide_effect_enabled) { vec2 contour_texel = ( vec2(1.0) / vec2(textureSize(depth_texture, 0)) * contour_smoothing_pixels ); float contour_depth_sum = water_depth; float contour_weight_sum = 1.0; float left_depth = sample_water_depth( SCREEN_UV - vec2(contour_texel.x, 0.0), surface_view_depth, INV_PROJECTION_MATRIX ); float right_depth = sample_water_depth( SCREEN_UV + vec2(contour_texel.x, 0.0), surface_view_depth, INV_PROJECTION_MATRIX ); float upper_depth = sample_water_depth( SCREEN_UV - vec2(0.0, contour_texel.y), surface_view_depth, INV_PROJECTION_MATRIX ); float lower_depth = sample_water_depth( SCREEN_UV + vec2(0.0, contour_texel.y), surface_view_depth, INV_PROJECTION_MATRIX ); float left_weight = contour_neighbor_weight( water_depth, left_depth, contour_depth_reject ); float right_weight = contour_neighbor_weight( water_depth, right_depth, contour_depth_reject ); float upper_weight = contour_neighbor_weight( water_depth, upper_depth, contour_depth_reject ); float lower_weight = contour_neighbor_weight( water_depth, lower_depth, contour_depth_reject ); contour_depth_sum += left_depth * left_weight; contour_depth_sum += right_depth * right_weight; contour_depth_sum += upper_depth * upper_weight; contour_depth_sum += lower_depth * lower_weight; float neighbor_support = left_weight + right_weight + upper_weight + lower_weight; contour_weight_sum += neighbor_support; float smoothed_contour_depth = contour_depth_sum / contour_weight_sum; contour_depth = mix( water_depth, smoothed_contour_depth, contour_smoothing_strength ); contour_feature_support = smoothstep(0.75, 1.75, neighbor_support); } float shallow_mix = smoothstep(0.0, shallow_depth, water_depth); float deep_mix = smoothstep(shallow_depth, deep_depth, water_depth); vec3 water_color = mix(shore_color.rgb, shallow_color.rgb, shallow_mix); water_color = mix(water_color, deep_color.rgb, deep_mix); float water_alpha = mix(shore_alpha, shallow_alpha, shallow_mix); water_alpha = mix(water_alpha, deep_alpha, deep_mix); if (tide_effect_enabled) { vec2 phase_coordinates = world_position.xz * phase_noise_scale; float phase_variation = ( value_noise(phase_coordinates) + value_noise(phase_coordinates * 0.47 + vec2(9.7, 3.1)) * 0.5 - 0.75 ) * phase_noise_strength; float corner_variation = ( value_noise(phase_coordinates * 1.73 + vec2(4.2, 13.6)) * 2.0 - 1.0 ) * contour_corner_variation; float ebb = sin(TIME * tide_speed + phase_variation) * 0.5 + 0.5; float lead_threshold = shore_depth_width + ebb * tide_distance + corner_variation; float tide_wash = 1.0 - smoothstep( lead_threshold, lead_threshold + max(tide_wash_width, 0.001), contour_depth ); tide_wash *= contour_feature_support; tide_wash *= 1.0 - smoothstep(shallow_depth, deep_depth, water_depth); water_color = mix( water_color, tide_wash_color.rgb, tide_wash * tide_wash_strength ); water_alpha = min( water_alpha + tide_wash * tide_wash_alpha_shift, 0.96 ); } vec2 drift_coordinates = ( world_position.xz * open_water_drift_scale + TIME * open_water_drift_speed ); float broad_drift = value_noise(drift_coordinates) * 2.0 - 1.0; water_color *= 1.0 + broad_drift * open_water_drift_strength * deep_mix; float distant_mix = smoothstep( distant_alpha_start, max(distant_alpha_end, distant_alpha_start + 1.0), surface_view_depth ); water_color = mix(water_color, deep_color.rgb, distant_mix * 0.72); water_alpha = mix(water_alpha, 0.96, distant_mix); water_color *= environment_tint.rgb * environment_brightness; ALBEDO = water_color; ALPHA = clamp(water_alpha, 0.1, 0.96); METALLIC = 0.0; SPECULAR = 0.0; ROUGHNESS = 1.0; }