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Question by youlweb · Aug 18, 2020 at 03:08 PM · shader writingvertex shaderwater pro

Water displacement in shader with floating objects?

I'm using the Standard Assets Water Pro, and having fun trying to hack it!

I added waves (displacement) in the Water Pro vertex shader as follows:

 v2f vert(appdata v) {
   v2f o;
   float4 wpos = mul(unity_ObjectToWorld, v.vertex);
   wpos.y += sin(wpos.z + _Time.y);
   v.vertex = mul(unity_WorldToObject, wpos);
   // The rest of the shader is unchanged, but here is where the vertex data
   // shows up again:
   o.pos = UnityObjectToClipPos(v.vertex);
   UNITY_INITIALIZE_OUTPUT(Input, o);
   UNITY_TRANSFER_FOG(o,o.pos);
   return o;
 }


It works great, the water is nice and wavy. Then I wanted to make an object float on this water, so I modified a basic surface shader as follows:

 void vert(inout appdata_full v, out Input o) {
   float4 wpos = mul(unity_ObjectToWorld, v.vertex);
   wpos.y += sin(wpos.z + _Time.y);
   v.vertex = mul(unity_WorldToObject, wpos);
   UNITY_INITIALIZE_OUTPUT(Input, o);
 }
 void surf(Input IN, inout SurfaceOutput o) {
   fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
    o.Albedo = c.rgb;
    o.Alpha = c.a;
 }


It almost works, but as depicted in the linked video, the floating objs are out of sync with the waves: WaterGifAnim

I tried tweaking the floating obj shader to scale the input to the`sin` function and add an offset in order to match the water waves:

 wpos.y += sin(wpos.z * _Scale + _Offset + _Time.y);


Without the _Time.y var in both shaders, I was able to position the floating objects exactly where they should be.

But adding the _Time.y var back to the sin functions broke the wave patterns again on the floating objects.

I thought that using the world z coordinate on each vertice and the time constant would bring the two shader animations in perfect sync.

I'm still fairly new to shader coding, so I must be missing something obvious?

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