๋ณธ๋ฌธ ๋ฐ”๋กœ๊ฐ€๊ธฐ
Graphic/ThreeJS

29 Animated Water Shader

by curious week 2025. 8. 4.

๐ŸŒŠ Animated Water Shader

์ปค์Šคํ…€ ์…ฐ์ด๋”๋ฅผ ์‚ฌ์šฉํ•ด ๋ฐ”๋‹ค๋ฅผ ํ‘œํ˜„ํ•˜๋Š” ๊ณผ์ •์„ ๋‹ค๋ฃน๋‹ˆ๋‹ค. ํฐ ํŒŒ๋„๋Š” sin() ํ•จ์ˆ˜๋กœ, ์ž‘์€ ํŒŒ๋„๋Š” Perlin noise๋ฅผ ์ด์šฉํ•ด ๊ตฌํ˜„ํ•˜๋ฉฐ, ์ƒ‰์ƒ์€ ํŒŒ๋„์˜ ๋†’์ด์— ๋”ฐ๋ผ ๋ณด๊ฐ„๋ฉ๋‹ˆ๋‹ค. ์ด ๋ชจ๋“  ํŒŒ๋ผ๋ฏธํ„ฐ๋Š” lil-gui๋กœ ์กฐ์ •ํ•  ์ˆ˜ ์žˆ๋„๋ก ๊ตฌ์กฐํ™”๋ฉ๋‹ˆ๋‹ค.


๐Ÿ”ง 1. ๊ธฐ์ดˆ ์…‹์—…

const waterGeometry = new THREE.PlaneGeometry(2, 2, 128, 128);
  • **ํ•ด์ƒ๋„(subdivisions)**๊ฐ€ ์ถฉ๋ถ„ํ•ด์•ผ ํŒŒ๋„ ๋””ํ…Œ์ผ์„ ํ‘œํ˜„ ๊ฐ€๋Šฅ. ๋ถ€์กฑํ•  ๊ฒฝ์šฐ 512 x 512๋กœ ์ฆ๊ฐ€ ๊ฐ€๋Šฅ.
const waterMaterial = new THREE.ShaderMaterial({
  vertexShader: waterVertexShader,
  fragmentShader: waterFragmentShader,
});
  • ShaderMaterial๋กœ ๋Œ€์ฒดํ•˜์—ฌ ์ง์ ‘ GLSL ์…ฐ์ด๋”๋ฅผ ์‚ฌ์šฉ

๐Ÿ“ 2. Vertex & Fragment Shader ๊ธฐ๋ณธ ๊ตฌ์กฐ

/shaders/water/vertex.glsl

void main() {
    vec4 modelPosition = modelMatrix * vec4(position, 1.0);
    vec4 viewPosition = viewMatrix * modelPosition;
    vec4 projectedPosition = projectionMatrix * viewPosition;
    gl_Position = projectedPosition;
}

/shaders/water/fragment.glsl

void main() {
    gl_FragColor = vec4(0.5, 0.8, 1.0, 1.0);
    #include <colorspace_fragment>
}
  • #include <colorspace_fragment>๋Š” Three.js์—์„œ sRGB ์ƒ‰๊ณต๊ฐ„ ๋ณด์ •์šฉ GLSL include์ž…๋‹ˆ๋‹ค.

๐ŸŒŠ 3. ํฐ ํŒŒ๋„ (Big Waves)

๐Ÿ“Œ Y์ถ• ์ด๋™์„ sin ํ•จ์ˆ˜๋กœ ์• ๋‹ˆ๋ฉ”์ด์…˜

float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
                  sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
                  uBigWavesElevation;
modelPosition.y += elevation;

๐Ÿงช ๊ด€๋ จ uniforms (JS)

uniforms: {
  uTime: { value: 0 },
  uBigWavesElevation: { value: 0.2 },
  uBigWavesFrequency: { value: new THREE.Vector2(4, 1.5) },
  uBigWavesSpeed: { value: 0.75 }
}

๐ŸŒŠ 4. ์ž‘์€ ํŒŒ๋„ (Small Waves)

๐ŸŒ€ 3D Perlin Noise ๊ธฐ๋ฐ˜

for(float i = 1.0; i <= uSmallIterations; i++) {
  elevation -= abs(
    cnoise(vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed))
    * uSmallWavesElevation / i
  );
}

๐Ÿงช ๊ด€๋ จ uniforms

uSmallWavesElevation: { value: 0.15 },
uSmallWavesFrequency: { value: 3 },
uSmallWavesSpeed: { value: 0.2 },
uSmallIterations: { value: 4 }

๐ŸŽจ 5. ์ƒ‰์ƒ ๋ณด๊ฐ„ (Depth ↔ Surface)

varying float vElevation;
vec3 color = mix(uDepthColor, uSurfaceColor, (vElevation + uColorOffset) * uColorMultiplier);
gl_FragColor = vec4(color, 1.0);
  • vElevation์„ ํ†ตํ•ด fragment์— ๋†’์ด ์ •๋ณด ์ „๋‹ฌ

๐Ÿงช ๊ด€๋ จ uniforms

uDepthColor: { value: new THREE.Color('#186691') },
uSurfaceColor: { value: new THREE.Color('#9bd8ff') },
uColorOffset: { value: 0.08 },
uColorMultiplier: { value: 5.0 }

๐Ÿ› ๏ธ 6. lil-gui ์„ค์ • ์˜ˆ์‹œ

gui
  .add(waterMaterial.uniforms.uBigWavesElevation, 'value')
  .min(0)
  .max(1)
  .step(0.001)
  .name('uBigWavesElevation');

// ์ƒ‰์ƒ์€ debugObject๋ฅผ ๊ฑฐ์ณ ๊ฐฑ์‹ 
const debugObject = {
  depthColor: '#186691',
  surfaceColor: '#9bd8ff',
};

// onChange๋กœ ์ˆ˜๋™ ์—…๋ฐ์ดํŠธ
gui.addColor(debugObject, 'depthColor').onChange(() => {
  waterMaterial.uniforms.uDepthColor.value.set(debugObject.depthColor);
});

๐Ÿ’ก ํ™•์žฅ ์•„์ด๋””์–ด

  • Foam (๊ฑฐํ’ˆ) ํšจ๊ณผ ์ถ”๊ฐ€
  • Fog (์•ˆ๊ฐœ): depth ๊ธฐ๋ฐ˜์œผ๋กœ ๊ตฌํ˜„ ๊ฐ€๋Šฅ
  • ๋” ํฐ ํ‰๋ฉด ์˜์—ญ์œผ๋กœ ํ™•์žฅํ•ด ์—ฐ์†์„ฑ ๋ถ€์—ฌ

์š”์•ฝ

ํฐ ํŒŒ๋„ sin ํ•จ์ˆ˜
์ž‘์€ ํŒŒ๋„ 3D Perlin Noise + for ๋ฐ˜๋ณต
์ƒ‰์ƒ ํ˜ผํ•ฉ mix + vElevation ํ™œ์šฉ
ํŒŒ๋ผ๋ฏธํ„ฐ ์กฐ์ ˆ lil-gui๋กœ ์‹ค์‹œ๊ฐ„ ์กฐ์ • ๊ฐ€๋Šฅ

// script.js
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import GUI from 'lil-gui';
import waterVertexShader from './shaders/water/vertex.glsl';
import waterFragmentShader from './shaders/water/fragment.glsl';

/**
 * Base
 */
// Debug
const gui = new GUI({ width: 340 });
const debugObject = {};

// Canvas
const canvas = document.querySelector('canvas.webgl');

// Scene
const scene = new THREE.Scene();

/**
 * Water
 */
// Geometry
const waterGeometry = new THREE.PlaneGeometry(2, 2, 512, 512);

// Color
debugObject.depthColor = '#186691';
debugObject.surfaceColor = '#9bd6ff';

// Material
const waterMaterial = new THREE.ShaderMaterial({
  vertexShader: waterVertexShader,
  fragmentShader: waterFragmentShader,
  uniforms: {
    uTime: { value: 0 },

    uBigWavesElevation: { value: 0.2 },
    uBigWavesFrequency: { value: new THREE.Vector2(4, 1.5) },
    uBigWavesSpeed: { value: 0.5 },

    uSmallWavesElevation: { value: 0.15 },
    uSmallWavesFrequency: { value: 3 },
    uSmallWavesSpeed: { value: 0.2 },
    uSmallWavesIterations: { value: 4 },

    uDepthColor: { value: new THREE.Color(debugObject.depthColor) },
    uSurfaceColor: { value: new THREE.Color(debugObject.surfaceColor) },
    uColorOffset: { value: 0.08 },
    uColorMultiplier: { value: 5 },
  },
});

// Mesh
const water = new THREE.Mesh(waterGeometry, waterMaterial);
water.rotation.x = -Math.PI * 0.5;
scene.add(water);

// Debug
gui
  .add(waterMaterial.uniforms.uBigWavesElevation, 'value')
  .min(0)
  .max(1)
  .step(0.001)
  .name('uBigWavesElevation');
gui
  .add(waterMaterial.uniforms.uBigWavesFrequency.value, 'x')
  .min(0)
  .max(10)
  .step(0.01)
  .name('uBigWavesFrequencyX');
gui
  .add(waterMaterial.uniforms.uBigWavesFrequency.value, 'y')
  .min(0)
  .max(10)
  .step(0.01)
  .name('uBigWavesFrequencyY');
gui
  .add(waterMaterial.uniforms.uBigWavesSpeed, 'value')
  .min(0)
  .max(4)
  .step(0.01)
  .name('uBigWavesSpeed');

gui
  .add(waterMaterial.uniforms.uSmallWavesElevation, 'value')
  .min(0)
  .max(1)
  .step(0.001)
  .name('uSmallWavesElevation');
gui
  .add(waterMaterial.uniforms.uSmallWavesFrequency, 'value')
  .min(0)
  .max(30)
  .step(0.001)
  .name('uSmallWavesFrequency');
gui
  .add(waterMaterial.uniforms.uSmallWavesSpeed, 'value')
  .min(0)
  .max(4)
  .step(0.001)
  .name('uSmallWavesSpeed');
gui
  .add(waterMaterial.uniforms.uSmallWavesIterations, 'value')
  .min(0)
  .max(5)
  .step(1)
  .name('uSmallIterations');

gui
  .addColor(debugObject, 'depthColor')
  .name('depthColor')
  .onChange(() => {
    waterMaterial.uniforms.uDepthColor.value.set(debugObject.depthColor);
  });
gui
  .addColor(debugObject, 'surfaceColor')
  .name('surfaceColor')
  .onChange(() => {
    waterMaterial.uniforms.uSurfaceColor.value.set(debugObject.surfaceColor);
  });
gui
  .add(waterMaterial.uniforms.uColorOffset, 'value')
  .min(0)
  .max(1)
  .step(0.001)
  .name('uColorOffset');
gui
  .add(waterMaterial.uniforms.uColorMultiplier, 'value')
  .min(0)
  .max(10)
  .step(0.01)
  .name('uColorMultiplier');

/**
 * Sizes
 */
const sizes = {
  width: window.innerWidth,
  height: window.innerHeight,
};

window.addEventListener('resize', () => {
  // Update sizes
  sizes.width = window.innerWidth;
  sizes.height = window.innerHeight;

  // Update camera
  camera.aspect = sizes.width / sizes.height;
  camera.updateProjectionMatrix();

  // Update renderer
  renderer.setSize(sizes.width, sizes.height);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
});

/**
 * Camera
 */
// Base camera
const camera = new THREE.PerspectiveCamera(
  75,
  sizes.width / sizes.height,
  0.1,
  100,
);
camera.position.set(1, 1, 1);
scene.add(camera);

// Controls
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;

/**
 * Renderer
 */
const renderer = new THREE.WebGLRenderer({
  canvas: canvas,
});
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));

/**
 * Animate
 */
const clock = new THREE.Clock();

const tick = () => {
  const elapsedTime = clock.getElapsedTime();

  // Update water
  waterMaterial.uniforms.uTime.value = elapsedTime;

  // Update controls
  controls.update();

  // Render
  renderer.render(scene, camera);

  // Call tick again on the next frame
  window.requestAnimationFrame(tick);
};

tick();
// vertex.glsl
uniform float uTime;

uniform float uBigWavesElevation;
uniform vec2 uBigWavesFrequency;
uniform float uBigWavesSpeed;

uniform float uSmallWavesElevation;
uniform float uSmallWavesFrequency;
uniform float uSmallWavesSpeed;
uniform float uSmallWavesIterations;

varying float vElevation;

// Classic Perlin 3D Noise 
// by Stefan Gustavson
//
vec4 permute(vec4 x)
{
    return mod(((x*34.0)+1.0)*x, 289.0);
}
vec4 taylorInvSqrt(vec4 r)
{
    return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t)
{
    return t*t*t*(t*(t*6.0-15.0)+10.0);
}

float cnoise(vec3 P)
{
    vec3 Pi0 = floor(P); // Integer part for indexing
    vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
    Pi0 = mod(Pi0, 289.0);
    Pi1 = mod(Pi1, 289.0);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 / 7.0;
    vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 / 7.0;
    vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
    return 2.2 * n_xyz;
}

void main() {
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);

  // Elevation
  float elevation = 
    sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) * 
    sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
    uBigWavesElevation;

  for(float i = 1.0; i <= uSmallWavesIterations; i++) {
    elevation -= abs(
      cnoise(
        vec3(
          modelPosition.xz * uSmallWavesFrequency * i,
          uTime * uSmallWavesSpeed
        )
      ) * uSmallWavesElevation / i
    );
  }


  modelPosition.y += elevation;

  vec4 viewPosition = viewMatrix * modelPosition;
  vec4 projectedPosition = projectionMatrix * viewPosition;

  gl_Position = projectedPosition;

  // Varying
  vElevation = elevation;
}
// fragment.glsl
uniform vec3 uDepthColor;
uniform vec3 uSurfaceColor;
uniform float uColorOffset;
uniform float uColorMultiplier;

varying float vElevation;

void main() {
  float mixStrength = (vElevation * uColorOffset) * uColorMultiplier;
  vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);

  gl_FragColor = vec4(color, 1.0);

  #include <colorspace_fragment> // Three.js์˜ ์ตœ์‹  ๋ฒ„์ „์—์„œ๋Š” sRGB์ƒ‰์ƒ ๊ณต๊ฐ„์—์„œ ์ƒ‰์ƒ์„ ์ถœ๋ ฅ
}

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