Problems With Water Shaders

So I have a custom mesh that I’m trying to apply the water shader to. I’m having a problem though, the water displays as such.
http://i.imgur.com/RAnFkCk.png

However, it does display correctly on one single face on the mesh.

http://i.imgur.com/khtIZrV.jpg

I tried searching around, but I didn’t really find anything. I’m not sure what to search for this problem though…
Any help would be muchly appreciated.
Bonus if you can help me direct water flow.

EDIT:
So it seems that the material displays properly on the vertical faces, but not on the horizontal faces, which are the ones that I would prefer worked. Any idea as to why that would be?

EDIT2:
Changing the UV’s does nothing to it, even getting rid of the UVs completely changed nothing.

EDIT3:
I fixed it for the most part by breaking the river mesh up into multiple parts where there was a change in height.
I say for the most part because it works, except when viewed from a certain angle. It then goes back to how it looks in the screenshots.

You've got the UV mapping on the vertices wrong. I can't work out why, but it appears that the edge on the left/front has very similar uvs in one dimension to the edge at the back.

5 Answers

5

Hi,
could it be that the texture Warp Mode is set to clamped? If that is the case just switch it to Repeat and everything should work!

If not, upload the mesh somewhere and let’s go from there.

Rotation of a water plane mesh should be 0,0,0

It is definitely the UVW mapping that is wrong. I don’t know how this is fixed in Unity, every time I have this problem I have to fix it in my modeling program then export it again.

You shouldn’t have to break it into parts to get the mapping to look right, more likely the UVW map is set to planar mapping but needs something more like sphere mapping.

I had exactly this problem until only moments ago. The face does in fact need to be horizontally oriented, but the catch is you have to add an extra material slot in the mesh renderer component. I know this is an old question, but just in case anybody runs across this problem, here’s another possible solution. UV’s had nothing to do with it, and I even managed to export/import my .fbx from Blender 2.7, and compensated for the rotation issue by turning it 270 degrees on the x axis, then applying rotation before exporting. Huzzah!

Well, I’ve come across the same problem. I may describe it exactly how it is illustrated at the beginning of the topic.

So, when I apply Daylight Water material to a custom plane mesh, the result is just like there’s something wrong with the UV, but we don’t need any here (as it’s shown in the official manual)[39770-безымянныи.png|39770]

If anyone could help me in solving this strange “feature” - that would be awesome.

Hey, If you wouldn't mind creating an AssetPack with the mesh and shader, I wouldn't mind taking a look.