Highly customizable to suit your art direction through various parameters. This package focuses on providing artistic freedom, rather than a realistic water simulation.
NEW Version 2.0!
• 3 new demo scenes
• Revamped desktop shader
• 4 water VFX assets
• New mobile shader (up to 37% faster)
• Orthographic camera support
• Lighting modes (Unlit/Basic/Advanced)
• Shadow transmission
• Vertex painting support
• Water particle effects
• UX improvements
• Reflection blurring
• Tiling reduction (Desktop)
• Color gradient feature
• Improved wave animations (Desktop)
• Custom heightmap option
Read all about the update
here The style can be customized through a set of built-in textures, as well as by adding your own. These are automatically packed into channels, making this package customizable and lightweight.
Also includes a mobile shader, features can be disabled to suit your performance target. Effects also feature an optimized mobile shader. Minimum requirement is OpenGL ES 3.0.
== Colors ==
The water can be colored from shallow to deep through color fields, or through an integrated gradient editor.
The material reacts to lighting conditions accordingly. Supports GI and Reflection Probes.
== Intersection ==
Objects intersecting with the water, such as shores and rocks automatically receive a foam effect. Features several techniques for achieving this effect, more details in documentation
== Mask rendering ==
Intersection and opacity can be denoted through the use of volumes, or dedicated meshes.
Features:
• Custom inspector, intuitive design
• Intersection effect with other objects
• Surface foam
• Orthographic camera support
• Advanced and Simple lighting modes
• Refraction (Desktop only)
• Planar reflections with blurring (Desktop only, excl VR)
• Shadow transmission from Directional Light
• Shallow wave animation (GPU)
• 8 built-in normal maps
• 7 built-in intersection textures
• 5 built-in wave heightmaps
• UV-based tiling or World-space (endless water)
Contents:
• Island, lake and pond example scenes
• Desktop shader
• Mobile shader
• 4 matching water particle effects (splashes and circles) including shader.
WARNING! Does not support:
• Buoyancy
• Lab Renderer
• Reflections in VR (SPR)
• Spherical water
• Scriptable Render Pipeline
As seen in:
•
The Trail•
Shotgun Farmers•
Re:Legend Would you like me to see where you're using it?
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Added:
- Shaders can now be modified using ShaderForge.
- Unity 5.5 support
- Demo scene with 30 free stylized models
- Option to randomize seed in inspector
- Custom inspector component for ease of use
- Fresnel color (alpha controls opacity)
- New mobile shader variant "Basic"
- Documentation now contains a parameter glossary
Changed:
- Improved support for Substance material instances
- Changing materials shows/hides the new parameters automatically
- Wave vertex offset now follows the mesh's normal direction, rather than offsetting in the world Y-axis (useful for curved surfaces)
- Switched from glossiness to roughness type, for better results under low/no light conditions
- Inspector GUI improvements
- Substance will generate both texture maps regardless of "Generate all outputs" option
- Fresnel color is now derived from Ambient Light rather than Directional Light
- UV/WorldSpace tiling values are more logical
- Reflection intensity is now bound to the glossiness parameter
- Depth control is more physically correct
- Added shallow water color parameter (replaces Depth functionality)
Some variations:
Added:
– 3 new demo/example scenes: Island, lake and pond.
– 4 water VFX assets
– New Mobile uber shader (up to ~37% faster)
– Orthographic camera support
– Lighting modes (Unlit/Basic/Advanced)
– Vertex painting support for intersection and opacity
– Support for Single-Pass Stereo rendering
– Reflection blurring
– Tiling deduction toggle (Desktop only)
– Color gradient feature (Desktop only)
– Additional waves layer toggle, for improved wave animations
– Surface highlight and Intersection distortion parameters
– Custom heightmap option
Changed:
– Inspector UX improvements, sections now function as an accordion
– Tiling is now separated for each feature (Normals/Waves/Intersection/Foam)
– “Surface highlights” is now called “Foam” for clarity
– Depth and Intersection maximum value ranges have been increased
– Desktop shader no longer uses tessellation, for wider compatibility
– Compressed textures option now automatically bakes textures when value is changed
– Increased UV size of included meshes to be more in line with World-space tiling
– Wave direction now also allows negative values
– “Custom” toggles for intersection and waves is now a dropdown menu option
Removed:
– Old demo scene and related assets
– Mobile Advanced and Mobile Basic shaders