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.

Shader Story: Patterns - Ripplewaves


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

Shader Story: Patterns - Ripplewaves


Sine/CosineSmoothstepLength


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