Not sure if this is the right area to ask, but it might be:
If you imagine a wall with water running down it, perhaps like the world’s skinniest waterfall, but fairly wide, what might be a good approach for doing that?
for a bonus, how about water slowly heading down a slope from all directions towards a central hole in the floor?
ps. I have Pro, so refraction tricks can be included.
Me again… To save one or two of you some typing, I’ve found the Sewer project, and am checking it out now!
I don’t know about the sewer project,
but I think a good approach for this would be to make a shader
that takes in the main texture of the wall, an animated bump map
of the water(on top of the still bump map of the wall)
and a specular/reflection mask (water vs wall).
(or instead of pre-made animated bump map you can use some kind of real-time
procedural distortion on the main texture masking it from the wall)
Here’s the sewer project:
http://unity3d.com/support/resources/example-projects/sewercontrolroom
It does one thing with the water that I’d like to do, which is that it moves faster lower down (due to gravity). The water is a bit thick though, for mine it would want to be much thinner.