I’ve purchased a few, and they are either outdated, or don’t offer ‘mobile performance’ as they claim.
The one I tested gave me 9FPS on a < 1 year old Android tablet in the test scene! (Samsung Galaxy Tab A)
I pretty much need the water for puddles on my race tracks, or if you have any alternative ideas for this sort of thing, that would be appreciated too.
What features do you want with your puddles? Just reflection? It’s pretty hard to have water look like water AND offer good performance unless you go with a simple diffuse or something. If you start getting into refraction, reflection, depth blending, specular highlighting, and stuff you surpass the threshhold for what would be mobile friendly. Its probably not that anything you’ve used is written poorly, its just that making realistic water requires a LOT of processing.
If you just want puddles, then you should probably just have a plane, with a reflective shader using a puddle shaped texture mask to determine the reflective zone. That would be ezpz. Then add a collision trigger on it to kick up splashes when a car drives over it.
I’ve been working on a shader for a few months now, its good, it looks good. I’ve yet to test it on mobile, but I’m guessing performance will be sub optimal. Too many texture reads, and operations for most mobile GFX processors. It did run pretty nice in webplayer on a 5 year old lenovo yoga 1 with no GFX card to speak of. Not sure if that means anything or not.
I’ll have sand, mud and snow track conditions. So while of course reflection is important, I want to give off that murky moving water feel in the sand and mud conditions. Snow will be frozen over so I’ll just be getting my environment guy to texture those up.
I’d be happy to help test your shader if you want. I’m only targeting Open GL ES 3.x+ devices for my game.
Your watershader-fu is strong. Love your specular highlights, I haven’t been able to get mine to look quite that good yet. Mine look good, yours look awesome. Well done.
How deep will your water be, and are you using a standard unity terrain? I would actually like to have someone test mine other than me. Mine works with unity’s terrain though and my shader uses a mesh built by my editor script, although any properly uv’d mesh would probably work.
It might give me a reason to finish it instead of playing dark souls all the time.