
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngtest_package.pytoon_water_foam.gdshaderverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded, cull_back, depth_draw_never, shadows_disabled
- Parameters
- depth_texture (sampler2D), shallow_color (vec4 = 0.38, 0.86, 0.85, 0.7), deep_color (vec4 = 0.05, 0.32, 0.55, 0.95), depth_range (float = 1), color_steps (int = 3), foam_color (vec4 = 1, 1, 1, 1), foam_distance (float = 0.18), foam_noise_scale (float = 9) and 3 more
- Use it on
- Opaque terrain or objects below and through the water surface.
- Result
- Banded turquoise water with white foam rings around rocks and along the shallows.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/toon_water_foam/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Thickness is measured along the view ray, not vertically, so it grows at grazing angles. Transparent objects are not in the depth buffer and get no foam. Unshaded: the sun does not light the water. Flat surface; combine with a vertex wave shader for motion.