In this article, I introduce how to make a Shader to add up-and-down motion on the water surface by Shaderforge in Unity.
We make an animation that the water surface moves up and down slowly.
- 1 Confirm sample assets with WebEditor
- 2 Samples
- 3 Make a terrain by “Terrain”
- 4 Create a Shader for water
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You can taste a sample space in STYLY GALLERY.
You can download the Unity project in this article.
Make a terrain by “Terrain”
Add a Terrain
Make a shape with a depression at the centre to store some water by Terrain.
You can create a Terrain by selecting GameObject > 3D object > Terrain.
Change the size of Terrain
Adjust the size as the default is too large.
Click the cog icon on the right to open the window for the setting.
Adjust the size by Terrain Width and Terrain Width under the Resolution section.
In this example, I set both to 30.
Create a terrain
Once you set the shape and the size of the brush and the Opacity value, let’s create a terrain steadily.
Make a terrain so that the surrounding area rises.
I made it like a basin.
The terrain is ready now.
Create a Shader for water
Place a Plane to apply Material to
Place a Plane at the centre of the depressed ground to express water.
I adjusted it to a bit larger not to look too shallow when water moves up and down.
The setting for Shaderforge
Open Shderforge and select New Shader > Lit(PBR).
Set Blend Mode to Alpha Blend to adjust transparency.
Set Face Culling to Double Sided to make the backside visible.
Check the box for OpenGL ES3.0.
Change the Shader of the Material
Assign a Material to the Plane and change the shader of the Material to the one you made in Shaderforge.
Use Normalmap for water surface
Express the water surface by Normalmap.
In this example, use the Normalmap as shown above.
Assign the Normalmap to “Normalmap” in the Inspector window.
As the waves are too large with the default setting, adjust Tiling to make them finer.
Adjust X and Y of Tiling to set the number of the tiles.
Set both X and Y to 8 in this example.
Add a motion to the Plane by Vertex Offset
Add a back-and-forth motion by Sin.
Adjust the speed by “Time” and the range of the motion by “Remap”.
The motion will be activated once you connect it to Vertex Offset.
Enable the Inspector to adjust the range of the motion.
Add a Value node called “WaveMove” to adjust the range of the motion.
Make it move up and down
In this state, the water moves in the all directions, X, Y and Z. So make it move only in the Y direction.
Add a Value node with the value set to zero to stop the motion along X and Z direction.
Connect to “G” of the Append node to restrict the motion to the Y direction.
The setting for the colour of the water
Make two Colour nodes and combine them by a Lerp node.
Connect a Normal Dir and a Value node to a Fresnel, and then, connect the Fresnel to the Lerp.
You can make the colour responsive to viewing angle by Fresnel.
The more perpendicular your viewing angle is against the water surface, the greener it looks.
Likewise, when you look at the water surface with a shallower angle, the colour gets closer to sky blue (=Color2).
The setting for transparency
Adjust transparency to make the water more realistic.
Add a Slider and connect it to Opacity.
I set the default value to 0.7.
This completes the water surface with an up-and-down motion.
In this article, I introduced how to make the water surface with an up-and-down motion by Shaderforge in Unity.
I wonder it would be quicker to make this kind of motion by key-frame animation. However, you can find a suitable use for this approach as you can easily adjust it by Inspector window
How to upload an Asset from Unity to STYLY:
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