Wet cobblestones with rain puddles and ripples
In your harnessGodot shaderMIT
Rainy ground: procedural cobblestones darken and turn glossy with wetness, puddles fill the grout and low areas from a noise mask, and raindrop rings ripple the puddle normals.

What it takes and gives
- Shader type
- spatial
- Parameters
- stone_color (vec4 = 0.5, 0.46, 0.42, 1), grout_color (vec4 = 0.22, 0.2, 0.18, 1), stone_scale (float = 7), grout_width (float = 0.08), wetness (float = 0.6), puddle_amount (float = 0.45), puddle_scale (float = 0.8), puddle_tint (vec4 = 0.16, 0.17, 0.19, 1) and 3 more
- Use it on
- A horizontal surface; the pattern uses world X and Z.
- Result
- Dark glossy cobblestones with flat reflective puddles that ripple under falling drops.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/wet_puddles/
Limits. Puddles are flat colour with sky and sun reflections only; scene reflections need a ReflectionProbe or screen-space reflections (Forward+). Ripples are a normal-map effect; the surface is not displaced. Designed for horizontal ground: walls get stretched stones.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 110.2 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 cobblestones with F2 - F1 grout, Noise-masked puddles, Expanding ring ripples as normal map slopes, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, rain, puddles, wet, ripples, cobblestone
- Identity
library.supply.creative_originals.e610c1e0eb1e75fe02ae44eb.2e6126fb7c420184- Version
2e6126fb7c420184d32118cb9770df299cbb92397eb0b563c78cfda541f046ce
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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