NVJOB Water Shader Simple And Fast by nvjob - 16

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#NVJOB Water Shader - simple and fast.

Unity 2019.1.8f1MIT LicenseUpdated 299 days agoCreated on May 10th, 2019
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#NVJOB Water Shader - simple and fast. v1.4.4

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Simple and fast water shader. This shader is suitable for scenes where water is not a key element of the scene, but a decorative element. Supported rendering path deferred and forward.

Unity Asset Store - https://assetstore.unity.com/packages/vfx/shaders/nvjob-water-shader-simple-and-fast-149916
Previous Versions - https://github.com/nvjob/NVJOB-Water-Shader-old-versions


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To work on the project, you will need a Unity version of at least 2019.1.8 (64-bit).


The movement of the waves is carried out using global shader variables: _WaterLocalUvX, _WaterLocalUvZ, _WaterLocalUvNX, _WaterLocalUvNZ.

_WaterLocalUvX, _WaterLocalUvZ - Offset main texture.
_WaterLocalUvNX, _WaterLocalUvNZ - Offset normal map texture.

An example of a script for the movement of water.

using UnityEngine;

public class Water : MonoBehaviour
    public float UvRotateSpeed = 0.4f;
    public float UvRotateDistance = 2.0f;
    public float UvBumpRotateSpeed = 0.4f;
    public float UvBumpRotateDistance = 2.0f;

    Vector2 lwVector, lwNVector;

    private void Awake()
        lwVector = Vector2.zero;
        lwNVector = Vector2.zero;

    void Update()
        lwVector = Quaternion.AngleAxis(Time.time * UvRotateSpeed, Vector3.forward) * Vector2.one * UvRotateDistance;
        lwNVector = Quaternion.AngleAxis(Time.time * UvBumpRotateSpeed, Vector3.forward) * Vector2.one * UvBumpRotateDistance;
        Shader.SetGlobalFloat("_WaterLocalUvX", lwVector.x);
        Shader.SetGlobalFloat("_WaterLocalUvZ", lwVector.y);
        Shader.SetGlobalFloat("_WaterLocalUvNX", lwNVector.x);
        Shader.SetGlobalFloat("_WaterLocalUvNZ", lwNVector.y);

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Designed by #NVJOB Nicholas Veselov - https://nvjob.github.io


MIT License - https://nvjob.github.io/mit-license

Help for this project - https://nvjob.github.io/donate

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