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Question by NeonGreenDreaming · Dec 08, 2020 at 09:40 AM · shadermaterialwater2d spritestopdown

How to create this top down water effect using spriteshape?

In Unity, what's the best way to replicate this water effect from the game The Survivalists?

alt text

I'd like to do the following, but can't quite get it to work: create a spriteshape, set spriteshape edges to wave foam sprite, create a shader graph to add noise to shape vertex positions. The basic problem is that the sprite shape requires a fill texture which overrides the texture I use in the shader graph. Does anyone know a robust way to handle this kind of top down water? Is this the correct approach, or are there better options? Thanks for your help!

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Answer by arvindchetu · Dec 10, 2020 at 12:27 PM

Although it looks like you are not using Alpha in your water spriteshape. That’s why it is overriding the lowest layer image/sprite.

Apart from it I can give you one similar discussion thread which might help you. https://www.reddit.com/r/Unity3D/comments/ggyzjs/ using_spriteshapes_and_shadergraph_to_create_a/

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Answer by HCollier · Jan 05, 2021 at 05:10 PM

Have you found an answer for this yet @NeonGreenDreaming? I am also looking to achieve the same effect.

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avatar image NeonGreenDreaming · Jan 05, 2021 at 07:58 PM 0
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Hey yeah it’s pretty simple: create sprite shape and make edge sprites a foam texture. Then create a shader graph that does vertex displacement. That shader should also change the colour and possibly add some effect like voronoi noise but not to the edge foam material (brackeys has that tutorial). Probably best to have each individual effect (displacement, noise etc) as sub graphs, so some can be used on the edge material and some on the fill material. Doesn’t actually matter what the fill texture is in the shape controller though.

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