I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:
https://www.youtube.com/watch?v=wPr5PvSgxFo
I’ve had a go at implementing it and have got the reflective water rendering. It’s very “Kingdom: Two Crowns” like when spread across the full width of the scene.
However, as you can see from the image above, I’ve drawn a pond (as a separate Sprite2D) and I’ve applied the water shader to the pond. It’s done that, but draws the water as a rectangle.
Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?
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I think you’d want to apply the alpha value of the sprite. You can do that by making the last line “COLOR = vec4(mix(…).rgb, texture(TEXTURE, UV).a)”