Stylized Water Shader - Foam, Caustics, Toon Water
by EmacE Art | EmacEArt Asset License, full text in LICENSE.txt
Drop a water plane into your terrain: shore foam, depth colors and caustics on the bottom set themselves up
◼ EmaceArt Discord Community ◼ Jump in to our Discord to Learn, Create and Share! Stylized cartoon water for lakes, shallow shores, pools and lagoons. Drop a water plane into the terrain and the rest sets itself up. What it does color bands from shallow
Bounded Buoyancy
by ValerieX | MIT
Real buoyancy for Godot 4: ships that sail, flood and sink, cannons, submarines, fishing and balloons in real water and air
Bounded Buoyancy makes things float properly. Most engines apply buoyancy as a force on the body's own mass, so anything much less dense than water can accelerate without limit: released under water, an air bubble reaches 815g in its first frame. Real
Ocean3D Lite
by Ocean3D | MIT
Free MIT core of Ocean3D: an endless Gerstner ocean surface with exact physics-visual sync and multi-probe buoyancy for Godot 4. What you see is what bodies feel
One Gerstner wave function drives both the visual surface and the physics, so floating bodies ride exactly the water you render. Included: The Ocean autoload: exact water height and surface velocity at any point, any time. Deterministic (network-friendly
Transparent SSR Water Shader
by collisionshaped | MIT
This intends to solve the problem that the SSR (Screen Space Reflection) implementation of Godot 4.X is limited to surfaces that are not transparent
For a water shader it is often necessary to support both transparency and reflections. In a lot of cases this can be worked around with reflection probes, but the need for SSR stands, especially because SSR works quiet well for water. The only solution is
Pixel Water - Godot Shader
by Francisco Cidade | CC0 1.0 Universal
Flowing pixel art water for Godot: islands, foam, waves and swells, with no textures. Drop the shader on a ColorRect
Pixel Water draws flowing pixel art water inside Godot, with no textures at all. Put the shader on a ColorRect of any size and you get a sea: waves in flat shades of blue, thin light crests, islands with a beach, shallow water near the coast and foam
Compute Texture Demo
by Godot Foundation | MIT
This demo shows how to use compute shaders to populate a texture that is used as an input for a material shader
This demo shows how to use compute shaders to populate a texture that is used as an input for a material shader. When the mouse cursor isn't hovering above the plane random "drops" of water are added that drive the ripple effect. When the mouse cursor is
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