Godot-Water-Ripple-Simulation-Shader
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Improvements and fixes
Followed the youtube tutorial, but had a few problems. Took care of them in this fork. 1- fixed 0 comparison in simulation shader Replaced comparison to 0, with a range. No longer throws warnings and works the same as before. 2- Fixed normals Water surface darkens when viewed from shallow angles in the positive Z direction. Fixed by adjusting normal vector and sending it to the normal map output. 3- Endless wave fix Noticed waves would leave behind endless noise that wouldn't fade away. Fixed by setting simulation and buffer to use 2D HDR for more precision. Also lowered attenuation in water shader to match original result more closely.