InfiniRIVER is in -50% first release discount for 2 weeks !!! ($38 vs $76 normal price)
Also Sky Master UTLIMATE users can upgrade to the asset for $30, for even further discount.
The system can emulate the interaction of water with scene objects in real time using a fluid solver and do so in a global or local way for versatility and cover of all use cases.
InfiniRIVER first Beta has been released and the system will be in ongoing development for some time until all features are full realized.The base fluid system is production ready and more work on usability and control of the effect will be added in the various Beta stages for more options.
Features (All pipelines):
Fluid based water simulation for detailed interaction of scene objects with water
River mesh generator
FFT based water and waves shader
World space and local space choice for versatile water placement and interaction modes
Caustics (Standard Pipeline - URP)
Advanced water shader with refraction, cubemap reflection, Sub Surface Scattering
Dynamic Water ripples and trails simulation
Multiple sample demos of water - lava simulation
Fluid based driven 3D particle module
Fluid and interactive water enabled ground materials
Bonus features:
Parallax shader (Standard Pipeline)
Triplanar shader for rocks (Standard Pipeline)
Randomized Stone generator
Roadmap (Some of the features are TBD): - Adapt HDRP Decal shader to cast the caustic texture properly
Convert parallax sample shader to URP-HDRP (TBD)
Add Delauney based tesselation to river mesh generator
Add river branching and Terrain river curving
Add more options in river mash maker
Make easier to adapt the fluid simulation water flow direction
Add underwater rendering (TBD)
Add slope based component for automatic waterfall creation
Add general flow component using flow maps
Add real time reflections
Base Tutorial videos (More tutorials will come soon):
InfiniRIVER first Beta has been released at the Unity Asset Store and the system will be in ongoing development for some time until all features are full realized. The base fluid system is production ready and more work on usability and control of the effect will be added in the various Beta stages for more options.
Fixed issue where water would appear very bright on URP - HDRP
Fixed issue where in some URP-HDRP demos the depth renderer was out of range of the obstacles
Added a feature to bake the simulation prewarm in a texture in editor time and use it to start the simulator without prewarm which can take a few seconds (LoadPrewardTexture checkbox).
Corrected an issue where the depth renderer would not render the obstacles dynamically as they move (would only render first frame), in URP - HDRP.
A few more items have been addedto the roadmap, from user feedback, will be coming in next updates of the system. Updated Roadmap (Some of the features are TBD): - Adapt HDRP Decal shader to cast the caustic texture properly
Convert parallax sample shader to URP-HDRP (TBD)
Add Delaunay based tessellation to river mesh generator
Add river branching and Terrain river curving
Add more options in river mash maker
Make easier to adapt the fluid simulation water flow direction
Add underwater rendering (TBD)
Add slope based component for automatic waterfall creation
Add general flow component using flow maps
Add real time reflections
Add system to make physics objects float based on water flow
Add push force on objects by water
Add gradual freeze effect with a center point of freeze start
Adapt the included 3D particles flow sample to the water surface, for foam, floating leaves etc
Add more foam options, to get more intense foam water streams
Finalize the flow map generation system and adapt the flowmap to the water shader
Add optimized modes for mobile, possibly with baking of the fluid solver solution
Hi, the official discount has ended, was for 2 weeks after release.
The other discounts are available only if already own Sky Master ULTIMATE system, so if you own it and go in these assets pages logged in as the account that owns Sky Master ULTIMATE will see the discounts automatically.
Make sure to be the account where Sky Master was bought and not any other for this to work.
These are all the discounts you should see if own Sky Master ULTMATE
Work in progress on the fluid based driven 3D particle module for InfiniRIVER, which will allow the water to also have fully 3D particles activated for more realistic and volumetric look.
In celebration of the 10th perfect review for InfiniCLOUD, ARTnGAME holds a Lightning Sale for few hours !!
Buy InfiniCLOUD (-50% Off in Unity Sale - $25 vs $50) and can access all **ARTnGAME **assets for just $17 each !!! Limited time offer !!
Save $big on getting the whole ARTnGAME library for the next few hours !!!
Note that Sky Master ULTIMATE users will also enjoy great discounts to the upcoming assets including: PANGAEA (GPU based Terrain generation) Sky Master ULTIMATE URP-HDRP InfiniGRASS STUDIO TREANT Tree Generator LightFLOW: 2D-2.5D Impostor Volumetrics Oceanis: GPU Water and Ocean InfiniCREATURE (Skinned mesh customizer) Glamor (Image FX Suit) MassAI (massive AI agents system) PANGAEA CityGEN (procedural - web based city generator) PANGAEA VoxelGen (map voxelizer suit)
New URP version of the parallax shader is now working and will be included in the next update, also the base parallax for the frozen river-lake module will also be included, this is a standalone shader for now, but the plan is to be embedded in the river shader, so can freeze the water locally on demand (or overall if needed)
The parallax bonus shader in the current store version is for standard pipeline. Ssince those new haders are made using the shader graph, should be easy to port to HDPR as well for next InfiniRIVER versions.
InfiniRIVER GPU Fluids v1.0.5 has been submitted to the Unity Asset Store !!
InfiniRIVER v1.0.5
-Added more options in the procedural rock generator, now can create real UVs so can be used with any shader and not require the Triplanar shader version
-Fixed an issue where the fluid solver behavior would change based on the game resolution, now is changed as supposed by the resolution set in the fluid solver.
-Added save of the new UVs of the rocks in the .obj file when exporting the rock to assets folder