Shader Story
August 1, 2025 · View on GitHub
Patterns & Shapes: Ripplewaves
This pattern uses radial distance from the center combined with a sine wave and smoothstep() to create concentric ripple rings. Great for water ripple effects, radial gradients, or stylized wave patterns.
half2 uvs_centered = uv - 0.5;
half dist = length(uvs_centered);
half wave = sin(dist * frequency);
half mask_wave = smoothstep(1.0 - thickness, 1.0, abs(wave));
Visual demo
This shader calculates the distance from the UV center, applies a sine wave modulated by frequency, then uses smoothstep to create soft edges around the ripples.
URP Shader Code
Shader "DecompiledArt/Patterns/RippleWaves/RippleWaves"
{
Properties
{
_Tint_01("Tint_01", Color) = (1,1,1,1)
_Tint_02("Tint_02", Color) = (0,0,0,1)
_RippleWaves_Frequency("RippleWaves_Frequency", Float) = 20.0
_RippleWaves_Thickness("RippleWaves_Thickness", Range(0.01, 1.0)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
...
half4 frag(Varyings IN) : SV_Target
{
half2 uvs_centered = IN.uvs - 0.5;
half dist = length(uvs_centered);
half wave = sin(dist * _RippleWaves_Frequency);
half mask_wave = smoothstep(1.0 - _RippleWaves_Thickness, 1.0, abs(wave));
half3 col_output = lerp(_Tint_01.xyz, _Tint_02.xyz, 1.0 - mask_wave);
return half4(col_output, 1.0);
}
ENDHLSL
}
}
}
URP Shader graph
🔗 Related Functions
Sine/Cosine • Smoothstep • Length
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