Catlike Coding › Unity › Tutorials › Flow
Waves Moving Vertices
Animate vertices.
Create Gerstner waves.
Control wave direction.
Combine multiple waves.
This is the third tutorial in a series about creating the appearance of flowing
materials. While the previous two parts deal with animating surface textures, this one
is about creating waves by animating vertex positions.
This tutorial is made with Unity 2017.4.4f1.
Let's make some waves.
1 Sine Waves
Animating textures can create the illusion of a moving surface, but the mesh surface
itself remains motionless. This is fine for small ripples, but cannot represent larger
waves. On large bodies of water—like an ocean of big lake—the wind can create big
waves that can persist for a long time. To represent these wind waves, we'll make
new shader that displaces mesh vertices vertically, using a sine wave function.
1.1 Adjusting Vertices
Create a new surface shader named Waves. We'll leave the fragment surface function
unchanged. Instead, add another function vert to adjust the vertex data. This
function has a single vertex parameter, both for input and output. We'll use Unity's
default vertex data structure, appdata_full.
Shader "Custom/Waves" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void vert(inout appdata_full vertexData) {}
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
To indicate that the surface shader should use the vertex function, add vertex:vert to
the surface pragma directive.
#pragma surface surf Standard fullforwardshadows vertex:vert
Create a new Waves material that uses this shader. I've given it the same albedo and
smoothness as our other two materials.
Waves material.
Because we're going to displaces vertices, we cannot make do with a quad this time.
Instead, create a default plane via GameObject / 3D Object / Plane and have it use
the Waves material. This gives us a grid of 10×10 quads to work with.
Waves plane, with wireframe.
1.2 Adjusting Y
Ignoring the Z dimension for now, the position of each vertex can be defined as
P = [ ], where P is its final position, x is the original X coordinate, and y is the
x
y
original Y coordinate, both in object space.
To create a wave, we have to adjust the Y component of P . The simplest way to make
a wave is to use a sine wave based on x, so y = sin x. The final point is then
P =[ ].
x
sin x
void vert(inout appdata_full vertexData) {
float3 p = vertexData.vertex.xyz;
p.y = sin(p.x);
vertexData.vertex.xyz = p;
}
Sine wave.
The result is a sine wave along the X dimension, which is constant along the Z
dimension. The quads of the plane are of unit size, so the entire plane covers a
10
10×10 area centered on its local origin. So we end up seeing ≈ 1.59periods of a
2π
sine wave.
1.3 Amplitude
The default amplitude of a sine wave is 1, but we don't need to limit ourselves to
that. Let's add a property to our shader so we can use Py = a sin x instead, where a
is the amplitude.
Properties {
…
_Amplitude ("Amplitude", Float) = 1
}
SubShader {
…
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Amplitude;
void vert(inout appdata_full vertexData) {
float3 p = vertexData.vertex.xyz;
p.y = _Amplitude * sin(p.x);
vertexData.vertex.xyz = p;
}
…
}
Amplitude set to 2.
1.4 Wavelength
In the case of sin x, the length of a full sine wave is 2π ≈ 6.28. This is the
wavelength and let's make it configurable too.
To easily control the wavelength, we first have to multiply x by 2π then divide by the
2πx
desired wavelength. So we end up with sin( ), where λ (lambda) is the
λ
wavelength.
2π
2π divided by λ is known as the wave number k = . We could use this as the
λ
shader property, so we don't need to perform a division in the shader. That's a useful
optimization, but in this tutorial we'll stick with the more user-friendly wavelength.
λ (linear from 0 to 10) and k.
Inside the shader, we will explicitly use the wave number, so we end up with
Py = a sin(kx).
Shader "Custom/Waves" {
Properties {
…
_Wavelength ("Wavelength", Float) = 10
}
SubShader {
…
float _Amplitude, _Wavelength;
void vert(inout appdata_full vertexData) {
float3 p = vertexData.vertex.xyz;
float k = 2 * UNITY_PI / _Wavelength;
p.y = _Amplitude * sin(k * p.x);
vertexData.vertex.xyz = p;
}
…
}
Wavelength set to 10, amplitude to 1.
1.5 Speed
The wave needs to move, so we have to define a speed. It is most convenient to use
the phase speed c, which defines how fast the entire wave moves in units per second.
This is done by using the time offset kct. To make the wave move in the positive
direction, we have to subtract this from kx, so we end up with
Py = sin(kx − kct) = sin(k(x − ct)).
Properties {
_Speed ("Speed", Float) = 1
}
SubShader {
…
float _Amplitude, _Wavelength, _Speed;
void vert(inout appdata_full vertexData) {
float3 p = vertexData.vertex.xyz;
float k = 2 * UNITY_PI / _Wavelength;
p.y = _Amplitude * sin(k * (p.x - _Speed * _Time.y));
vertexData.vertex.xyz = p;
}
…
}
Speed set to 5.
1.6 Normal Vectors
Our surface is curved and moving, but the lighting is still that of a motionless flat
plane. That's because we haven't changed the vertex normals yet. Instead of directly
calculating the normal vector, let's first look at the surface tangent vector in the X
x′ 1
dimension, T . For a flat surface T = [ ] = [ ], which corresponds to the
0 0
original plane's tangent. But for our wave we have to use
x′
T =P =[′
′ ].
asin(k(x − ct))
′
The derivative of the sine is the cosine, so sin x = cos x. But the argument of the
sine is a function itself in our case. We can say that we have Py = a sin f , where
f = k(x − ct).
′
We have to use the chain rule, (Py ) = f ′ a cos f . And f ′ = k, so we end up with
1
T =[ ]. This makes sense, because changing the wavelength also changes
ka cos f
the slope of the wave.
To get the final tangent vector in the shader, we have to normalize T .
float k = 2 * UNITY_PI / _Wavelength;
float f = k * (p.x - _Speed * _Time.y);
p.y = _Amplitude * sin(f);
float3 tangent = normalize(float3(1, k * _Amplitude * cos(f), 0));
The normal vector is the cross product of both tangent vectors. As our wave is
constant in the Z dimension, the binormal is always the unit vector and can be
− ka cos f
ignored, so we end up with N = [ ]. We can just grab the normalized
1
tangent components after normalizing them.
float3 tangent = normalize(float3(1, k * _Amplitude * cos(f), 0));
float3 normal = float3(-tangent.y, tangent.x, 0);
vertexData.vertex.xyz = p;
vertexData.normal = normal;
Correct normal vectors.
1.7 Mesh Resolution
While our wave looks fine when using a wavelength of 10, it won't work so well for
small wavelengths. For example, a wavelength of 2 produces a standing sawtooth
wave.
Wavelength 2, speed 1.
A wavelength of 1 produces no wave at all, instead the whole plane goes up and
down uniformly. Other small wavelengths produce ugly waves that can even move
backwards.
This problem is causes by the limited resolution of our plane mesh. Because vertices
are spaces one unit apart, it cannot deal with wavelengths of 2 or smaller. In general,
you have to keep the wavelength greater than twice the edge length of the triangles
in your mesh. You don't want to cut it too close, because waves made up of two or
three quads don't look good.
Either use larger wavelengths, or increase the resolution of your mesh. The simplest
approach is to just use another mesh. Here is an alternative plane mesh that consists
of 100×100 quads, instead of just 10×10. Each quad is still 1×1 unit, so you'll have
to zoom out and multiply the wave properties by 10 to get the same result as before.
Big plane, wave settings ×10, zoomed out.
1.8 Shadows
Although our surface looks good, it doesn't correctly interact with shadows yet. It still
acts like a flat plane, both for casting and receiving shadows.
Incorrect shadows.
The solution is to include addshadow in the surface pragma directive. That instructs
Unity to create a separate shadow caster pass for our shader that also uses our
vertex displacement function.
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
The shadows are now correct, and the waves properly self-shadow too. Because
we're working at at larger scale now, you might have to increase the shadow distance
before they appear.
Correct shadows, shadow distance 300.
I have disabled shadows for the rest of this tutorial.
2 Gerstner Waves
Sine waves are simple, but they do not match the shape of real water waves. Big wind
waves are realistically modeled by the Stokes wave function, but it's rather complex.
Instead, Gernster waves are often used for realtime animation of water surfaces.
Gerstner waves are named after František Josef Gerstner, who discovered them.
They're also known as trochoidal waves, named after their shape, or periodic surface
gravity waves, which describes their physical nature.
2.1 Moving Back and Forth
The fundamental observation is that while waves move across a water surface, the
water itself doesn't move along with it. In the case of a sine wave, each surface point
goes up and down, but doesn't move horizontally.
But actual water isn't just the surface. There is more water underneath. When the
surface water moves down, where does the water below it go? When the surface
moves up, what fills the space below it? It turns out that the surface points not only
move up and down, they move forward and backward too. Half the time they move
along with the wave, but the other half they move in the opposite direction. The
same is true for the water below the surface, but the deeper you go the less
movement there is.
Specifically, each surface points moves in a circle, orbiting a fixed anchor point. As
the crest of a wave approaches, the point moves toward it. After the crest passes, it
slides back, and then the next crest comes along. The result is that water bunches up
in crests and spreads out in troughs, and the same will happen to our vertices.
Sine vs. Gerstner wave.
In reality surface points do drift and don't describe perfect circles, but Gerstner
waves don't model this. That's fine, because we'll use the original vertex positions as
the anchor points.
a cos f
We can turn our sine wave into a circle by using P = [ ], but that would
a sin f
collapse the entire plane into a single circle. Instead, we have to anchor each point on
x + a cos f
its original X coordinate, so we need P = [ ].
a sin f
float k = 2 * UNITY_PI / _Wavelength;
float f = k * (p.x - _Speed * _Time.y);
p.x += _Amplitude * cos(f);
p.y = _Amplitude * sin(f);
Gerstner wave, amplitude 10, wavelength 100, speed 50.
The result is a wave that has sharper crests and flatter troughs than a regular sine
wave.
Don't Gersner waves use sin for X and cos for Y?
That is the conventional way of defining them, but as we already used sin for Y it made
more sense to just use cos for X. The only different is that the wave's period is shifter by
a quarter compared to the other approach.
2.2 Normal Vectors
Because we changed the surface function, its derivate has also changed. The X
′
component of T used to be x = 1, but now it's a bit more complicated. The
1 − ka sin f
derivative of the cosine is the negative sine, so we end up with T = [ ].
ka cos f
float3 tangent = normalize(float3(
1 - k * _Amplitude * sin(f),
k * _Amplitude * cos(f),
0
));
float3 normal = float3(-tangent.y, tangent.x, 0);
Correct normals.
2.3 Preventing Loops
While the resulting waves might look fine, this isn't always the case. For example,
reducing the wavelength to 20 while keeping the amplitude at 10 produces weird
results.
Wave loops, wavelength 20.
Because the amplitude is so large relative to the wavelength, the orbits of the surface
points overshoot and form loops above the surface. If this was real water, then the
waves would break and fall apart, but we cannot represent that with Gerstner waves.
We can see why this happens mathematically, by observing that Tx can become
negative when ka is larger than 1. When that happens, the tangent vector ends up
pointing backward instead of forward. And when ka is 1 then we end up with a
tangent vector that points straight up.
In reality, we don't get intact waves where the angle between both sides of the crests
exceed 120°. Gerstner waves don't have this limit, but we don't want to go below 0°,
because that's when we get surface loops.
There is a relation between the wavelength and the wave amplitude. We can use
ekb
a= , where b has to do with surface pressure. The stronger the pressure, the
k
1
flatter the waves. In case of zero pressure, we end up with a = , which produces
k s
0° crests, the sharpest possible before looping. We can just use a = instead,
k
where s is a measure of steepness, between 0 and 1, which is easier to work with.
x + ks cos f
Then we have P = [ s
], which simplifies our tangent to
k
sin f
1 − s sin f
T =[ ].
s cos f
Shader "Custom/Waves" {
Properties {
…
//_Amplitude ("Amplitude", Float) = 1
_Steepness ("Steepness", Range(0, 1)) = 0.5
_Wavelength ("Wavelength", Float) = 10
_Speed ("Speed", Float) = 1
}
SubShader {
…
float _Steepness, _Wavelength, _Speed;
void vert(inout appdata_full vertexData) {
float3 p = vertexData.vertex.xyz;
float k = 2 * UNITY_PI / _Wavelength;
float f = k * (p.x - _Speed * _Time.y);
float a = _Steepness / k;
p.x += a * cos(f);
p.y = a * sin(f);
float3 tangent = normalize(float3(
1 - _Steepness * sin(f),
_Steepness * cos(f),
0
));
…
}
…
}
Steepness instead of amplitude.
2.4 Phase Speed
In reality, waves don't have an arbitrary phase speed. It is related to the wave
g
=√
gλ
number, c = √ , where g is the pull of gravity, roughly 9.8 on Earth. This
k 2π
is true for waves in deep water. In shallow water the water depth also plays a role,
but we won't cover that here.
While we could just use the correct material properties, it's more convenient to
calculate this in the shader.
float k = 2 * UNITY_PI / _Wavelength;
float c = sqrt(9.8 / k);
float f = k * (p.x - c * _Time.y);
Now we can eliminate the speed property.
Properties {
…
_Wavelength ("Wavelength", Float) = 10
//_Speed ("Speed", Float) = 1
}
SubShader {
…
float _Steepness, _Wavelength; //, _Speed;
…
}
Note that this relationship means that longer waves have a higher phase speed. Also,
the stronger the gravity the faster the movement.
λ (linear, from 0 to 100) and c.
3 Wave Direction
Up to this point our waves only move in the X dimension. We're now going to remove
this restriction. This makes our calculations a bit more complex, as both X and Z are
needed to construct the final wave and its tangent vectors.
3.1 Direction Vector
To indicate the travel direction of our wave we'll introduce the direction vector
D=[ ]. This is purely an indication of direction, so it's a vector of unit length,
Dx
Dz
||D|| = 1.
Now how much x contributes to the wave function is modulated by the X component
of D. So we get f = k(Dx x − ct). But z now also plays a role, in the same way,
which leads to f = k(Dx x + Dz z − ct). In other words, we're using the dot product
of D and the original X and Z coordinates. So we end up with f = k(D ⋅ [ ] − ct)
x
z
.
Add a direction property to our shader and incorporate it into our function. It should
be a unit-length vector, but to make it easier to work with we'll normalize it in the
shader. Note that all vector properties are 4D, so just ignore the Z and W
components.
Shader "Custom/Waves" {
Properties {
…
_Wavelength ("Wavelength", Float) = 10
_Direction ("Direction (2D)", Vector) = (1,0,0,0)
}
SubShader {
…
float _Steepness, _Wavelength;
float2 _Direction;
void vert(inout appdata_full vertexData) {
float3 p = vertexData.vertex.xyz;
float k = 2 * UNITY_PI / _Wavelength;
float c = sqrt(9.8 / k);
float2 d = normalize(_Direction);
float f = k * (dot(d, p.xz) - c * _Time.y);
…
}
…
}
We also have to adjust the horizontal offsets of Px and Pz so they align with the wave
direction. So instead of just adding the offset to x, we have to add it to z as well, in
both cases modulated by the appropriate component of D. So the final calculation
⎡ x + Dx k cos f ⎤
s
becomes P = ⎢
⎢ ⎥
⎥.
s
sin f
⎣ z + Dz s cos f ⎦
k
p.x += d.x * (a * cos(f));
p.y = a * sin(f);
p.z += d.y * (a * cos(f));
0 1
Direction set to [ ] and [ ].
1 1
3.2 Normal Vectors
Once again, we have to adjust the calculation of our tangent, but not just for the X
dimension. We now also have to calculate the tangent in the Z dimension, the
binormal vector B.
The partial derivative of f in the X dimension is fx′ = kDx . In the case of Tx and Ty
this simply means that we multiply with Dx one more time. Besides that, we also
have to add Tz because it is no longer zero. The final tangent is
⎡ 1 − Dx s sin f ⎤
2
T = ⎢ Dx s cos f ⎥
⎣ − D D s sin f ⎦
x z
It's the same for the binormal, except that fz′ = kDz , we multiply with Dz , and the
⎡ − Dx Dz s sin f ⎤
roles of the X and Z component are swapped. So B = ⎢ Dz s cos f ⎥.
⎣ 1 − D2 s sin f ⎦
z
Now we do need to take the proper cross product to find the normal vector.
float3 tangent = float3(
1 - d.x * d.x * (_Steepness * sin(f)),
d.x * (_Steepness * cos(f)),
-d.x * d.y * (_Steepness * sin(f))
);
float3 binormal = float3(
-d.x * d.y * (_Steepness * sin(f)),
d.y * (_Steepness * cos(f)),
1 - d.y * d.y * (_Steepness * sin(f))
);
float3 normal = normalize(cross(binormal, tangent));
Correct normal vectors.
Note that Tz = Bx . We don't need to optimize for this, because the shader compiler
takes care of that, just like the sine and cosine are calculate only once.
4 Multiple Waves
In reality it is rare to find only a single uniform wave traveling across a water surface.
Instead there are many waves, traveling in roughly the same direction. We can
improve the realism of our effect by accumulating multiple waves as well.
Combining multiple waves is simply a matter of adding all their offsets.
n
si
Mathematically, for the X component of P we then get Px = x + ∑ Dix cos fi ,
i=1 ki
and fi = k(Di ⋅ [ ] − ct). That's the same formula as before, just with the
x
z
summation added. The same is true for the other components of P and for the
tangents.
4.1 Single Parameter Vector
Each individual wave has its own properties. To make this easier to manage, let's
combine all properties of a wave in a single shader property. We can fit them in a
single 4D vector, using X and Y for the direction, Z for steepness, and W for the
wavelength. Use this trick to define a property for our first wave, wave A.
//_Steepness ("Steepness", Range(0, 1)) = 0.5
//_Wavelength ("Wavelength", Float) = 10
//_Direction ("Direction (2D)", Vector) = (1,0,0,0)
_WaveA ("Wave A (dir, steepness, wavelength)", Vector) = (1,0,0.5,10)
Settings for wave A.
Replace the old variables with the new wave vector.
//float _Steepness, _Wavelength;
//float2 _Direction;
float4 _WaveA;
Then move the wave code to a new GerstnerWave function. This function has the wave
settings as a parameter, followed by the original grid point. Give it input-output
parameter for the tangent and binormal as well, so we can accumulate them. It
returns its point offset.
Because it accumulates offsets, leave the x and z parts out of the result. So they
should also be omitted from the derivatives, eliminating the 1s. Finally, normalization
doesn't happen per individual wave.
float3 GerstnerWave (
float4 wave, float3 p, inout float3 tangent, inout float3 binormal
) {
float steepness = wave.z;
float wavelength = wave.w;
float k = 2 * UNITY_PI / wavelength;
float c = sqrt(9.8 / k);
float2 d = normalize(wave.xy);
float f = k * (dot(d, p.xz) - c * _Time.y);
float a = steepness / k;
//p.x += d.x * (a * cos(f));
//p.y = a * sin(f);
//p.z += d.y * (a * cos(f));
tangent += float3(
-d.x * d.x * (steepness * sin(f)),
d.x * (steepness * cos(f)),
-d.x * d.y * (steepness * sin(f))
);
binormal += float3(
-d.x * d.y * (steepness * sin(f)),
d.y * (steepness * cos(f)),
-d.y * d.y * (steepness * sin(f))
);
return float3(
d.x * (a * cos(f)),
a * sin(f),
d.y * (a * cos(f))
);
}
The waves are now relative to a flat plane. So we begin with the original grid point
and the default tangent and binormal vectors, then invoke GerstnerWave and add its
result to the final point. After that, create the normal vector via a cross product and
normalization.
void vert(inout appdata_full vertexData) {
float3 gridPoint = vertexData.vertex.xyz;
float3 tangent = float3(1, 0, 0);
float3 binormal = float3(0, 0, 1);
float3 p = gridPoint;
p += GerstnerWave(_WaveA, gridPoint, tangent, binormal);
float3 normal = normalize(cross(binormal, tangent));
vertexData.vertex.xyz = p;
vertexData.normal = normal;
}
4.2 Two Waves
To add support for a second wave, all we have to do is add another wave property
and invoke GerstnerWave a second time. I didn't repeat the data description in the
label of wave B, because it's the same as wave A.
Shader "Custom/Waves" {
Properties {
…
_WaveA ("Wave A (dir, steepness, wavelength)", Vector) = (1,0,0.5,10)
_WaveB ("Wave B", Vector) = (0,1,0.25,20)
}
SubShader {
…
float4 _WaveA, _WaveB;
void vert(inout appdata_full vertexData) {
float3 gridPoint = vertexData.vertex.xyz;
float3 tangent = 0;
float3 binormal = 0;
float3 p = gridPoint;
p += GerstnerWave(_WaveA, gridPoint, tangent, binormal);
p += GerstnerWave(_WaveB, gridPoint, tangent, binormal);
float3 normal = normalize(cross(binormal, tangent));
vertexData.vertex.xyz = p;
vertexData.normal = normal;
}
…
}
Two waves.
4.3 Looping Animations
Now that we have two waves, you can observe that one with a longer wavelength
indeed travels faster than a shorter one. But the relationship between phase speed
and wavelength is nonlinear, because c = √gk = √
gλ
. This is relevant when you
2π
want to create a looping animation with multiple waves. In the case of two waves, you
have to find two wavelengths that produce phase speeds with the relationship
ac1 = bc2 , where a and b are integers. You could do this by using even powers of two
for wavelengths.
6 4
For example, let's use λ1 = 64 = 2 and λ2 = 16 = 2 . Then
c1 = √ and c2 = √
26 g g 24 g g g
=2√ 3
= 22 √ . Observe that √ is
2π 2π 2π 2π 2π
constant, so we can define it as q and use c1 = 23q and c2 = 22 q. Thus c1 = 2c2 ,
which means that each time the big wave repeats the small wave repeats twice. The
loop duration is equal to the period of the large wave, which is
λ 26 23
= 3 = ≈ 6.41 seconds.
c 2q q
1
Direction [ ], steepness ½, wavelengths 64 and 16.
0
You could also rewrite the math so that you directly control the phase speed and
derive the wavelength from that instead.
4.4 Looping Waves
Another important observation is that we can get looping waves again. If the sum of
a partial derivative exceeds 1, then a loop forms. To prevent looping waves you have
to ensure that the sum of the steepness properties of all waves does not exceed 1.
Loop forms with two waves, both steepness 1.
You can enforce this restriction by normalizing the steepness in the shader. This
means that if you change the steepness of one wave it affects all other waves.
Alternatively, you can divide all steepness values by the number of waves, but that
limits the steepness per wave. You could also set no restrictions in the shader, and
instead provide feedback and options via the material inspector. For this tutorial, we
simply set no restrictions at all.
4.5 Three Waves
We wrap up by adding support for yet another wave. The more waves we add, the
more complex our shader becomes. You can make shader variations based on the
amount of waves, but we'll just three as a fixed amount.
Shader "Custom/Waves" {
Properties {
…
_WaveA ("Wave A (dir, steepness, wavelength)", Vector) = (1,0,0.5,10)
_WaveB ("Wave B", Vector) = (0,1,0.25,20)
_WaveC ("Wave C", Vector) = (1,1,0.15,10)
}
SubShader {
…
float4 _WaveA, _WaveB, _WaveC;
void vert(inout appdata_full vertexData) {
float3 gridPoint = vertexData.vertex.xyz;
float3 tangent = 0;
float3 binormal = 0;
float3 p = gridPoint;
p += GerstnerWave(_WaveA, gridPoint, tangent, binormal);
p += GerstnerWave(_WaveB, gridPoint, tangent, binormal);
p += GerstnerWave(_WaveC, gridPoint, tangent, binormal);
float3 normal = normalize(cross(binormal, tangent));
vertexData.vertex.xyz = p;
vertexData.normal = normal;
}
…
}
Three waves.
The next tutorial is Looking Through Water.
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