[RELEASE] Calm Water

Calm water is a simple water shader designed to offer great customization options for an amazing look without having too many features.

DX11
Now includes a DX11 version with edge length based tessellation!

Color
You can control the depth color and shallow color individually and select the depth level.

Distortion
Great distortion effect based on the animated normal map with two quality settings to better fit your needs.

Reflections
Distorted reflections with 3 modes. (CubeMap,RealTime,Mixed)

Foam
Customizable dynamic foam.

Displacement
New displacement animation based on Gerstner wave.

Inspector
Beautiful custom inspector for a better user experience.

Web Demo
http://yvgrafix.com/CalmWaterDemo/

Asset Store Link

4 Likes

Love the color its really nice sir

Excellent, you’ve got your own forum now. I haven’t gotten around to adding the underwater fog yet.

Is the update to 1.5, the DX11 and tessellation update?

yes it is, also includes the underwater fog which I plan to improve in a future update.

Hi,

This looks very nice. Are there any alpha issues? I have found some otherwise nice waters do not play well with items like trees - making them distort when the water is behind them.

Thank you.

OK. The reviews are so excellent I took a chance and bought this. I have spent hundreds of dollars on water systems that for some reason or don’t work or cause too many errors, so what’s another $25. :wink:

Question: I had one error on importing…

Assets/Calm Water/Scripts/ImageEffect/FogControl.cs(12,17): error CS0122: `UnderWaterFog’ is inaccessible due to its protection level

I deleted the FogControl script. Is there a way to correct this problem?

Thank you. :slight_smile:

Hundred of errors after hitting play. Many of my daytime waters were damaged on import and had to be deleted. Never diud get acceptable effects. Deleting this and back to the drawing board.

hey,
I have a quality option on the shader that allows you to set the distortion to affect only what’s under the water surface, so it should be better for alpha as well.

About the errors you are getting, I noticed that the standard assets folder was included in my last update where it should not be. This is causing error for some people and an update is on it’s way to fix this.

I don’t get the error you said on my side but I think I know what the problem is and it will be fixed in the next update too.

In the meantime, try opening the UnderWaterFog.cs file and change line class UnderWaterFog:MonoBehaviour

to this:

public class UnderWaterFog:MonoBehaviour

Thanks

This looks like a great effect, but I’m curious to see how it appears on an Android device. I’ve tried a couple of different water/shader solutions and I tend to get unexpected pixelization issues after it has been in scene for several minutes. Would you mind sharing a few screenshots from a scene playing on an Android-based system over the span of 5-10 minutes?

Joseph.

Hey,
I didn’t really target mobile devices with this shader so I did not make any tests that way until now and I found out that it’s running not too bad at the moment, 38fps on my nexus 5 1st gen, but I noticed some issues with the distortion. I will try to get it fixed for next version.

Anyhow, here is a screenshot from slightly modified current version on Nexus 5 after 10 min

of course features like DX11 doesn’t work on android, but everything else does.

I’ll keep you posted when I fix distortion.

Thanks!

Definitly! Love those!

Ok so I played a bit with it a little today and I got it working pretty well on my nexus 5, here’s how it’s looking now

So I will probably send an update for review later today after I make sure it still works good on PC.

2 Likes

This looks great. A pity android does not allow video captures easily to see it in motion. Have you ever tested this with a day/night package?

Either way, it will work well for my relaxation app. Will be picking this up this weekend.

Joseph.

Here’s a screenshot with a more night like setup with 3 point lights

Quick heads up, the price is going down on next update so you might want to wait until then! :wink:

I just purchased your asset and it looks really cool! But I was wondering if you could tell me how I could make a much larger plane mesh (for large terrains for example) that would work with the calm water shader? I messed around a bit in blender a bit trying to make a plane and exporting it as an fbx but haven’t had much luck. Maybe you could give me a few pointers on how I could go about doing this? Again great asset!

Hi,
thanks for your purchase!
Unfortunately I know only 3DsMax, however you can use this editor script to generate a plane the resolution you want:
http://wiki.unity3d.com/index.php?title=CreatePlane

I will probably include this script in my next update :wink:

Awesome thanks so much! That is so much easier using that script then messing around with blender.

Bought your asset yesterday. First impression is great.

I’m trying to create a island screne with dynamic day/night cycle, using TimeOfDay. Water/reflections seems to be a bit dark in some situations, but, yeah, I have to play around with the material-parameters of calmWater, mybe I can improve this.

Got errors
NullReferenceException: Object reference not set to an instance of an object
FogControl.init () (at Assets/Calm Water/Scripts/ImageEffect/FogControl.cs:53)
FogControl.OnEnable () (at Assets/Calm Water/Scripts/ImageEffect/FogControl.cs:16)

Seemed script UnderWaterFog.cs is missing. As I imported CalmWater into a non-empty-scene, I tried figuring out, what’s wrong. In my case, there was no file “UnderwaterFog.cs” in StandardAssets but I found the class “UnderWaterFog” inside a file called “GlobalFog.cs”. Renamed the file to “UnderWaterFog.cs”, now everything works fine.

Hi, Thanks for your feedback!
I managed to reproduce the error you are talking about, when you import Calm Water into a project where standard image effects are already there unity thinks that globalFog.cs and UnderWaterFog.cs are the same file and tries to merge them. I found a way to fix this and it’ll be included in next update.

I also look into the darkness at night, this is what I get with these settings:

you think that it should be brighter than this? I mean if you look at real photos, the water does get pretty dark at night.

But I will look further into that!

Thanks!

Hi YanVerde,
thanks for your quick reply. Yes, you are right, the CalmWater works fine, also in low light maps. I got dark refelections even in bright environments. But this was defently not caused by CalmWater. I imported it in a clean empty new scene, and had no problems with this any more.

But now I’ve got another problem: I used the script you mentioned above to create a 2000x2000 plane for water. On shoreline I got these weired lines. They appear when using your material Island-DX11 as well as Pond-DX11. It doesn’t matter if I turn Foam or Displacement on or off

They don’t appear when using your default water plane or when using another material/shader of your package.

Do you have any idea, how to avoid this?