The shader code is converted from Wave Propagation Effect (https://www.shadertoy.com/view/Xsd3DB) created by tomkh on Shadertoy.
If you want to deactivate the mouse interaction, just hit the spacebar.
Video on YouTube(https://youtu.be/rK5AAb-1pgE)
water ripple shader for Unity
License: MIT License
The shader code is converted from Wave Propagation Effect (https://www.shadertoy.com/view/Xsd3DB) created by tomkh on Shadertoy.
If you want to deactivate the mouse interaction, just hit the spacebar.
Video on YouTube(https://youtu.be/rK5AAb-1pgE)
...whereas your project is one level deeper.
Hence Library, obj and .vs directories have been included in the repo.
I'd suggest either moving the project up one level or modifying the paths in .gitignore
Hello!
I noticed something that was a difference between the shadertoy example and your code.
When distorting the texture on line 190, in Simple Water Flexible Aspect Ratio:
The original line is this.
float4 c = tex2D(iChannel1, ((q *_ScreenParams.xy)*1.) / (_ScreenParams.xy + grad.xy));
This does not sample the iChannel1 correctly.
If changed to
float4 c = tex2D(iChannel1, q + grad.xy);
it should work.
Can´t get the same effect represented in the video. Looks like there is a bug in the shader
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