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
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
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
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