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Shader Forge
Water Shader
Course Description
Water Shading is always a challenging task. It requires that you take into account, the style of the water, is it an Ocean water surface, a River water surface, or a puddle, etc. What platform is this water shader going to run on? What kinds of features does the shader include, foam, depth, waves. In this section of Return of the Forge Volume 3, we will walk through the creation of a fairly advanced water shader covering topics such as, water depth, vertex animation, shore foam, and more! By the end of this section you will have a fully functional water shader that is ready for your next game project in Unity 5.
Course Details
Difficulty: Intermediate
Total Lessons: 6 Lessons
Running Time:
Date: 11/20/15
Course Files
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File Name: GaTu_ShaderForge_WaterShader.ZIP
File Size: 10.64 MB
Unity package and all Shader Forge and Marmoset assets!
Course Lessons

1. Creating Water Depth

Lesson 1, Creating Water Depth
One of the most significant aspects to making water look real, is to give it depth. Lesson 1 is all about how to set up your shader forge graph so we can achieve this effect. We will cover how to fade in areas where the water is shallow, and where it is deep.

2. Colorizing Water Depth

Lesson 2, Colorizing Water Depth
With our water depth graph in place and functioning how we want, let’s take a look at how we can give artistic control to how the water is colored from shallow to deep depths.

3. Creating Shore Foam

Lesson 3, Creating Shore Foam
Water wouldn’t be water without some sort of reaction between itself and the shore that it meets. Taking what we have learned from the previous 2 lessons, lets now take a look and build the foam feature of our water shader.

4. Refining the Foam

Lesson 4, Refining the Foam
Lesson 4 will take what we have built for the foam, and refine it even more so that it has motion and also contributes to the overall opacity of the water surface.

5. Adding Vertex Displacement

Lesson 5, UVs and Their Role in Shaders
No water would be complete without its motion. the motion of water is actually a highly studied area of graphics and math for that matter. Trying to simulate the motion of water is very complicated and can be very resource intensive. In Lesson 5 we are going to set up a very basic way to achieve convincing water motion without all the heavy math.

6. Adding Normal Maps

Lesson 6, Adding Normal Maps
To complete our water shader, let’s take a look at how we can add normal maps to the water to give the surface that secondary level of detail. We will also walk through the process of removing and sort of visible tiling effect and show you how to animate the small waves on the surface of the water.