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Water Shader

The courtyard area of ​​the museum was rather bleak, so we decided to incorporate a water feature into the design.

We considered whether to create a water shader for this water surface material, and searched for a shader that could beautifully represent it.

We searched for a URP solution for Unity and found a demo project called BoatAttack in Unity, as well as free shaders from the Asset Store, which we tried implementing. These shaders were advanced, even reproducing wave variations and color changes based on depth, but unfortunately, they were too resource-intensive, so we decided against using them.

Therefore, we created a simple shader that limits the surface ripples to variations in the normal map. By using the alpha value from the normal map image for color, a reasonable sense of depth can be expressed. This is sufficient for the shallow water surface in the museum courtyard.