Search code examples
unity-game-engineshaderhlsl

Where to begin for create 2d water?


I want to create 2d water in Unity engine. Can you take me advice, where to begin? This is a example of 2d water https://www.youtube.com/watch?v=iBWwNHEHo3I . Thanks advance


Solution

  • One way to do it is with a shader utilizing a GrabPass. You'll need to make a quad where the water is, then apply a material with a shader to the quad. The shader should have a GrabPass, and then a pass that vertically flips and distorts the GrabPass. One example of such a shader is below (source):

    Shader "Custom/WaterGrab" 
    {
        Properties 
        {        
            _Colour ("Colour", Color) = (1,1,1,1)
            _MainTex ("Noise text", 2D) = "bump" {}
            _Magnitude ("Magnitude", Range(0,1)) = 0.05
        }
    
        SubShader
        {
            Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque"}
            ZWrite On Lighting Off Cull Off Fog { Mode Off } Blend One Zero
    
            GrabPass { "_GrabTexture" }
    
            Pass 
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
    
                sampler2D _GrabTexture;
                fixed4 _Colour;
                sampler2D _MainTex;
                float  _Magnitude;
    
                struct vin
                {
                    float4 vertex : POSITION;
                    float4 color : COLOR;
                    float2 texcoord : TEXCOORD0;
    
                };
    
                struct v2f
                {
                    float4 vertex : POSITION;
                    fixed4 color : COLOR;
                    float2 texcoord : TEXCOORD0;
                    float4 uvgrab : TEXCOORD1;
    
                };
    
                float4 _MainTex_ST;
    
                // Vertex function 
                v2f vert (vin v)
                {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                    o.color = v.color;
                    o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
    
    
                #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                #else
                    float scale = 1.0;
                #endif            
    
                    o.uvgrab.xy = (float2(o.vertex.x, (o.vertex.y)* scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
    
                    float4 top = mul(UNITY_MATRIX_MVP, float4(0, 0.5, 0, 1));
                    top.xy /= top.w;
    
                    o.uvgrab.y = 1 - (o.uvgrab.y + top.y);
    
                    return o;
                }
    
                // Fragment function
                half4 frag (v2f i) : COLOR
                {        
    
                    half4 bump = tex2D(_MainTex, i.texcoord );
                    half2 distortion = UnpackNormal(bump).rg;
    
    
                    i.uvgrab.xy += distortion * _Magnitude;                    
                    fixed4 col = tex2D( _GrabTexture, i.uvgrab);                
                    return col * _Colour;
                }
    
                ENDCG
            } 
        }
    }
    

    In shaders like this, you'll need to provide a bump map that tells the water how to distort the GrabPass. In the above example, it should be inserted as the _MainTex texture. It should look something like this: enter image description here