Does Unity support dynamic water that automatically ripples and generates waves ?

Hello,

I recently switched my project from UDK to Unity,because of the smooth asset pipeline that Unity 3D offers.
But I am not quite happy with the water system yet,even from the Unity Professional trial.
Does Unity support dynamic water that automatically ripples and generates waves when for example a character runs in the water or falls in the water or when a rigid body collides with it ?
And when a character has a ragdoll attached to it,I want it to be able to float dead on the water surface when the ragdoll kicks in after the character dies.
That sort of things (just like when I was using UDK).

If you implement such a system it supports it yes.
But otherwise no.

Also there is no water block support so stuff floating on water requires further code to facilitate.

Thanks.
But about the ripples and waves of the water when a character moves in the water,do you know if someone has already made some kind of water shader like that for Unity 3D ?

Do a search for the “ocean shader” thread. That’s the home of the community ocean shader project.

Edit - Sorry, didn’t fully read your question. There was a demo project (under the name “damn nice water” I believe) where dynamic water (splashes and wakes) were faked with normal mapped particles that isn’t exactly what you want but may look similar. There’s also interactive cloth (in 3.x) and some soft body experiments in the wiki which may prove informative. But otherwise, no, there isn’t any truly interactive water in Unity.

The problem is that Dynamic Water can’t just be a shader implementation.

Shaders don’t effectively know about other objects and have difficulty reacting to other objects. You can implement render targets to give them information (like Reflection mapping or Shadow Mapping) but the water shader doesn’t know about the polygons of the things within it.

What you are looking for is much closer to the Cloth Materials with physics than a simple shader. I don’t know of any ripple effects that have been implemented and they would probably be pretty customized per application. It’s also something that would be very costly.