This recipe is based on the Vertex and Fragment Shaders described in the Using the grab pass to draw behind objects recipe, as it will rely heavily on GrabPass.
- Create a new Vertex and Fragment Shader. You can start by copying the one used in the previous recipe, Using the grab pass to draw behind objects, as a base by selecting it and hitting Ctrl+D to duplicate it. Once duplicated, change its name to WaterShader.
- Create a material that will use the shader (WaterMat).
- Assign the material to a flat geometry that will represent your 2D water. In order for this effect to work, you should have something rendered behind it so that you can see the water-like displacement:
- This recipe requires a noise texture, which is used ...