Inspired by Ben Cloward's 2019 GDC talk (https://www.gdcvault.com/play/1026274/Shading-the-World-of-Anthem)
I wanted to create my own set of modular functions that can combine to form a complete solution for wet surface shader effects.
Being modular allows you to only use what you need and keep the shader as optimised as possible.
Features include
- Surface Wetness
- Puddles based on height map - can be combined with painted vertex colour.
- Water depth Coloring
- Wet edge
- Ripples
- Turbulence
- Distortion
- Water Droplets
- Water Drips with custom world space UV's
Base stone material from Quixel Megascans.
Example of UE4 wet surface material functions in action.
Vertex Painted Puddles. Vertex colour acts as an offset to the input height channel, this allows the painted puddles to work with the global water level.