This was awesome!! So many possibilities, from a 5 minute video!! I need to play around with this, to see how easy / hard it would be to make things like mirrors and glass, that would reflect horizontally instead of vertically... great stuff!
yeah you can go pretty deep with shaders - im still learning all the cool ways to use them. for raindrops, you could use particles to simulate the splashes and if you want more texture on your water, you could always apply another fast noise then mix that in with the color to make it kind of look like foam gliding across the top
@@swydev I'm currently playing around with it and because I suck at shaders, I got stuck at a solution with an ainmated tilemap on top of the water shader, with low alpha value, so I see the animated waves ontop of the shader. It looks fine, but definitely not great. I really need to invest more time into shaders, no idea how I would get foam to show up only on top and not everywhere :D
@@CaughtByYourself I guess it depends on the perspective of your game. You could restrict foam to only pixels above a certain UV position by conditionalizing the COLOR = expression at the end. Since UV is the pixels position on the sprite it would just be determining how many pixels make up the top 5% or so. To get a better look to the waves, play with the settings on fast noise lite and the yscale value on your shader.