Shader "TheIsland/CartoonWater" { Properties { _MainColor ("Water Color", Color) = (0.2, 0.5, 0.9, 0.8) _FoamColor ("Foam Color", Color) = (1, 1, 1, 1) _WaveSpeed ("Wave Speed", Range(0, 5)) = 1.0 _WaveHeight ("Wave Height", Range(0, 1)) = 0.1 _FoamAmount ("Foam Amount", Range(0, 1)) = 0.1 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldPos : TEXCOORD1; }; fixed4 _MainColor; fixed4 _FoamColor; float _WaveSpeed; float _WaveHeight; float _FoamAmount; v2f vert (appdata v) { v2f o; // Simple vertex displacement wave float wave = sin(_Time.y * _WaveSpeed + v.vertex.x * 2.0) * _WaveHeight; v.vertex.y += wave; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag (v2f i) : SV_Target { // Moving foam texture simulation using noise float2 uv1 = i.uv + float2(_Time.x * 0.1, _Time.x * 0.05); float noise = frac(sin(dot(uv1, float2(12.9898, 78.233))) * 43758.5453); // 1. Horizon/Wave Foam (Top) float waveFoam = step(1.0 - _FoamAmount - (noise * 0.05), i.uv.y); // 2. Shoreline Foam (Bottom) // Sine wave for "tide" effect float tide = sin(_Time.y * 1.5) * 0.05; float shoreThreshold = 0.05 + tide + (noise * 0.02); float shoreFoam = step(i.uv.y, shoreThreshold); // Combine foam float totalFoam = max(waveFoam, shoreFoam); fixed4 col = lerp(_MainColor, _FoamColor, totalFoam); return col; } ENDCG } } }