The Glass Shader introduced in the previous recipe is static; its distortion never changes. It takes just a few changes to convert it to an animated material, making it perfect for 2D games that feature water. This uses a similar technique to the one shown in Chapter 6, Vertex Functions, in the recipe entitled Animating Vertices in a Surface Shader:
Implementing a Water Shader for 2D games
Getting ready
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...