[gd_scene load_steps=10 format=2] [sub_resource type="Shader" id=1] code = "shader_type spatial; render_mode unshaded; uniform vec4 deep_color : hint_color; uniform vec4 shallow_color : hint_color = vec4(1); uniform float refraction_speed = 0.25; uniform float refraction_strength = 1.0; uniform float foam_amount = 1.0; uniform float foam_cutoff = 1.0; uniform vec4 foam_color : hint_color = vec4(1); uniform float displacement_strength = 0.25; uniform float depth_distance = 1.0; uniform vec2 movement_direction = vec2(1,0); uniform sampler2D refraction_noise : hint_normal; uniform sampler2D foam_noise : hint_black_albedo; uniform sampler2D displacement_noise : hint_black; void vertex() { float displacement = textureLod( displacement_noise, UV + (TIME * movement_direction) * refraction_speed, 0.0).r * 2.0 - 1.0; VERTEX.y += displacement * displacement_strength; } void fragment() { vec2 uv = SCREEN_UV + refraction_strength * (texture(refraction_noise, UV + (TIME * movement_direction) * refraction_speed).rg * 2.0 - 1.0); float real_depth = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0; real_depth = PROJECTION_MATRIX[3][2] / (real_depth + PROJECTION_MATRIX[2][2]) + VERTEX.z; // Get the raw linear depth from the depth texture into a [-1, 1] range float depth = texture(DEPTH_TEXTURE, uv).r * 2.0 - 1.0; // Recreate linear depth of the intersecting geometry using projection matrix, and subtract the vertex of the sphere depth = PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]) + VERTEX.z; depth = max(depth, real_depth); float intersection = clamp(depth / foam_amount, 0, 1) * foam_cutoff; vec4 out_color = mix(shallow_color, deep_color, clamp((depth / depth_distance), 0, 1)); vec4 scene_color = texture(SCREEN_TEXTURE, uv); out_color = mix(scene_color, out_color, out_color.a); vec3 foam = step(intersection, texture(foam_noise, UV + (TIME * movement_direction) * refraction_speed).rgb) * foam_color.rgb; ALBEDO = out_color.rgb + foam; }" [sub_resource type="OpenSimplexNoise" id=4] [sub_resource type="NoiseTexture" id=5] flags = 3 width = 1024 height = 1024 noise = SubResource( 4 ) [sub_resource type="OpenSimplexNoise" id=6] [sub_resource type="NoiseTexture" id=7] width = 1024 height = 1024 noise = SubResource( 6 ) [sub_resource type="OpenSimplexNoise" id=8] [sub_resource type="NoiseTexture" id=9] width = 1024 height = 1024 noise = SubResource( 8 ) [sub_resource type="ShaderMaterial" id=2] shader = SubResource( 1 ) shader_param/deep_color = Color( 0.00784314, 0, 0.196078, 1 ) shader_param/shallow_color = Color( 0.65098, 1, 1, 1 ) shader_param/refraction_speed = 0.25 shader_param/refraction_strength = 1.0 shader_param/foam_amount = 1.0 shader_param/foam_cutoff = 1.0 shader_param/foam_color = Color( 1, 1, 1, 1 ) shader_param/displacement_strength = 0.25 shader_param/depth_distance = 5.0 shader_param/movement_direction = Vector2( 1, 0 ) shader_param/refraction_noise = SubResource( 9 ) shader_param/foam_noise = SubResource( 7 ) shader_param/displacement_noise = SubResource( 5 ) [sub_resource type="PlaneMesh" id=3] material = SubResource( 2 ) subdivide_width = 512 subdivide_depth = 512 [node name="Spatial" type="Spatial"] [node name="MeshInstance" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.182733, -0.0156302 ) mesh = SubResource( 3 ) [node name="OmniLight" type="OmniLight" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.336934, 0 ) omni_range = 0.949787