Underwater caustics projected from above
In your harnessGodot shaderMIT
Animated caustic light network on any surface that faces up: two drifting Voronoi layers combine into bright web lines that brighten the albedo, with depth falloff and a blue-green tint.

What it takes and gives
- Shader type
- spatial
- Parameters
- albedo (vec4 = 0.75, 0.7, 0.55, 1), caustic_color (vec4 = 0.65, 1, 0.95, 1), caustic_scale (float = 1.6), caustic_strength (float = 1.4), sharpness (float = 5), drift_speed (float = 0.25), water_surface_height (float = 2), depth_falloff (float = 0.25) and 1 more
- Result
- Sand-coloured floor and objects covered by a shifting web of bright cyan light lines on their tops.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/underwater_caustics/
Limits. A pattern, not light transport: it ignores the real water surface and shadows from objects above. Projected straight down in world space, so vertical walls get none. Emission makes caustics visible even in shade.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 91.9 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Voronoi border web as caustic approximation, Two drifting layers combined with min and product, Normal-facing and depth attenuation, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, caustics, underwater, voronoi, light pattern, water
- Identity
library.supply.creative_originals.4665cf61c03fa4cbae4ea24f.d4c8040efd7828dc- Version
d4c8040efd7828dc3021ba19732d1ab15e0794c90388e556168308308be2f7a2
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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