also your folder structure is wrong. If I don’t import the demo section I will end up with missing materials ect. So I have to spend time checking through everything…
Ho you mean the prefabs? yeah that’s right will change that too thanks
ok… I had to delete it from my project. I couldn’t select anything in scene view. I know this happened before the update because of the reflection script… But this time it doesn’t matter if you have the prefab in scene or not. by having it in the project is problematic.
I’ll just copy and paste an old version from an old project until theres a fix.
I’m using Unity 5.3.3p2
ok now it seems the old version is doing the same thing. I cant select anything in the scene.
I think it’s best to delete CalmWater and import Unity water… This way I might actually get some work done.
I tried latest version on 5.3.3p2, at first you can’t select object because the update for mirrorReflections isn’t live yet, but if I use the one posted earlier I have no problem selecting objects on my side. Do you have the same problem in an empty project?
ok well I imported the new version and disabled mirrorReflections… I will enable it when level starts. it should be fine for now.
Thanks for your speedy ninja response
Upcoming in the next version, much better reaction to dark lighting and support for ambient light!
I have been using your water a while and really like it a lot. Great work.
I was wondering though, is there any way to tweak the shaders, to get the shallow, depth and foam color to have emissive setting. i work with a lot on fantasy and night time settings, if the water could have emissive and become glowing that would be just awesome.
Hey!
The water grabs a screenshot of what’s behind it to make it’s color. That means that if the object that is under the water is emissive, the water will also look emissive. So the easiest way to do this would actually be to have a custom terrain shader that can toggle parts of itself to be emissive with a texture mask and a slider to control it.
I suppose that could be a workaround, though it won’t have real emissive that would react to post effects like bloom and such and it would look out of place. thanks for reply though.
Hey,
sorry for the delay, but I made some tests and the workaround does work with bloom and realtime emissive, here’s a screenshot
That looks just awesome Sir, thanks for testing and showing. Since i’m relying on certain terrain shaders, i’ll just cutout some meshes from the terrain and overlay them on terrain where i need it, and apply some self illuminent to those for same result, but it will look just great.
Maybe a good idea for an update to implement your fix as a feature. -CalmWater, now with glow 8)
- Have a pleasent day.
btw: waterplane maker script was a nice addition, i work with a bunch of terrains stitched together for each scene, so i have a lot of different sized levels and that just made it a whole lot easier for me to make them. 8)
sorry about the editing in this post, having issues i’m trying to pinpoint…
We’re currently improving our integration with water assets in Landscape Builder, does CalmWater come with prefabs and does it support scaling of the mesh plane? (I see others have asked about scaling too). As LB works over multiple terrains, one method we use is scaling, and another is mesh duplication (which is less desirable). We let users create landscape wide “oceans” and then let uses easily size and drop in lakes, ponds etc.
I would say yes and no. It works overall but you will have 2 issues.
First, the tiling of the normal map and the foam is in UV space so you will need to adjust the tiling of those depending on the scale of the mesh. It makes me wonder if I should put these in world space instead…
Second issue will occur only if you use Displacement feature ( Gerstner wave or Sine Wave ). To get correct fresnel reflection I have to recalculate the vertex normals in the shader and I did not figure out how to include the scale of the mesh into calculation yet. So in the worst case the fresnel would appear as if the mesh was completely flat.
I do include a script to create custom meshes with the size you want on the fly though if it helps?
Hi Mr Verde. Is there a chance that the features on this will be added to CalmWater at any stage? By that I mean the raising up of the water in realtime? Thanks.
Hi,
no it’s a completely different system. It would probably be a different package as well.
If you only want to raise the water, can’t you just move your water plane in Y direction ?
Hi,
We are looking for a water shader for our mobile game. It needs to have blending at edges, ability to change color to dark swamp color, depth and it should look like the water is flowing.
Please let me know if this shader will work with our game on mobiles with optimal FPS.
Target platforms are iOS, Android and Windows.
Thanks,
Nikunj.
Hi,
is this swampy enough?
As for optimal FPS, it’s not the cheapest shader, especially since it uses depth which will double the draw calls in forward rendering, but the demo scene runs fine on Iphone 5s and up, also on Nexus 5 first Gen.
In an upcoming release I will include a cheaper version of the shader but probably won’t include depth or distortion.
Thanks!