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Godot Tutorial - How to make a Water, shader in the description

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SUBSCRIBE! - @3DNik My Games: Donate 👍Support: 🐱‍💻@PalarNik 🐱‍👤 Patreon - Shader: shader_type spatial; render_mode blend_mix,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform float specular; uniform float metallic; uniform float proximity_fade_distance; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform sampler2D texture_refraction; uniform float refraction : hint_range(-16,16); uniform vec4 refraction_texture_channel; uniform sampler2D texture_normal : hint_normal; uniform float normal_scale : hint_range(-16,16); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform float waveSpeed : hint_range(, 0.5); void vertex() { UV=UV* ; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = * ; METALLIC = metallic; ROUGHNESS = roughness; SPECULAR = specular; NORMALMAP = texture(texture_normal,vec2(base_uv.x, base_uv.y TIME * waveSpeed) * 1.2).rgb * texture(texture_normal,vec2(base_uv.x, base_uv.y TIME * -waveSpeed)).rgb; NORMALMAP_DEPTH = normal_scale; vec3 unpacked_normal = NORMALMAP; = * 2.0 - 1.0; unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(, ))); vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x BINORMAL * unpacked_normal.y NORMAL * unpacked_normal.z,NORMALMAP_DEPTH) ); vec2 ref_ofs = SCREEN_UV - * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction; float ref_amount = 1.0 - albedo.a * albedo_tex.a; EMISSION = textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount; ALBEDO *= 1.0 - ref_amount; ALPHA = 1.0; float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r; vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*,depth_tex*,1.0); =world_pos.w; ALPHA*=clamp((world_pos.z proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0); }

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