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Question by dreadthread · Nov 14, 2017 at 12:29 AM · shadersurface shadernoisesine-wave

How can I get more realistic using waves with a surface shader?

I am very new to shaders and have been trying to create an ocean surface shader. I have been able to create the waves using the sin() function but this method makes them look very unnatural. I have tried to use a noisemap but have been unable to understand how to get that working. All help is appreciated.

 Shader "Custom/WaterShader" {
   Properties {
     _ColorA ("ColorA", Color) = (1,1,1,1)
     _ColorB ("ColorB", Color) = (1,1,1,1)
     _MainTex ("Albedo (RGB)", 2D) = "white" {}
     _Glossiness ("Smoothness", Range(0,1)) = 0.5
     _Metallic ("Metallic", Range(0,1)) = 0.0

     _NoiseTex ("Noise Texture", 2D) = "white" {}
     _LerpSpeed ("Lerp Speed", Float) = 1
     _BumpMap ("Normal Map", 2D) = "bump" {}
     _WaveDampener ("Wave Dampener", Float) = 0.2
 }
 SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 300
     
     CGPROGRAM
     // Physically based Standard lighting model, and enable shadows on all light types
     #pragma surface surf Standard fullforwardshadows vertex:vert
     //#pragma surface surf Lambert alpha vertex:vert

     // Use shader model 3.0 target, to get nicer looking lighting
     #pragma target 3.0

     sampler2D _MainTex;
     sampler2D _NoiseTex;
     sampler2D _BumpMap;

     struct Input {
         float2 uv_MainTex;
         float4 screenPos;
         float2 uv_BumpMap;
         float2 uv_NoiseTex;
         INTERNAL_DATA
     };

     half _Glossiness;
     half _Metallic;
     fixed4 _ColorA;
     fixed4 _ColorB;
     float _LerpSpeed;
     float _WaveDampener;
     
     // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
     // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
     // #pragma instancing_options assumeuniformscaling
     UNITY_INSTANCING_CBUFFER_START(Props)
         // put more per-instance properties here
     UNITY_INSTANCING_CBUFFER_END

     
     fixed4 colorLerp(fixed4 colorA, fixed4 colorB){
         float t = sin(_Time[1]) * _LerpSpeed;
         return lerp(colorA, colorB, t);
     }

     void vert (inout appdata_full v) {
         float4 wpos = mul(unity_ObjectToWorld, v.vertex);
         //fixed4 noise = tex2D(_NoiseTex, float2(wpos.y / 50, _Time[1]/20) ).r;

         float phase = _Time[1] * 10;
            float offset1 = (wpos.x + (wpos.z * 0.2)) * 0.5; 
         
         wpos.y = sin(wpos.z + phase) * _WaveDampener + sin(offset1 + phase) * _WaveDampener;
         v.vertex = mul(unity_WorldToObject, wpos);
     }
 

     void surf (Input IN, inout SurfaceOutputStandard o) {
         
         fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _ColorA;
         o.Albedo = c.rgb;
         o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

         // Metallic and smoothness come from slider variables
         o.Metallic = _Metallic;
         o.Smoothness = _Glossiness;
         o.Alpha = c.a;
     }
     ENDCG
 }
 FallBack "Diffuse"

}

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