Awesome Water Shaders for your projects.
Is Unity 4 required? or did you just use Unity 4 to upload to the asset store?
I’m on 3.5.6 an will stay there a bit longer.
Thanks
Its not required, i just submitted it with unity 4. Now i realise it was a mistake though.
I’m also on 3.5.6 and asset store won’t let me download, any news on when we can get it for 3?
EDIT: I also have a question, will it be useful for refracting and shore fading on river and waterfall meshes, my current project is not a classic flat plane ocean, its all custom meshes for rivers and waterfalls, will I get any benefits from these shaders?
I’m also mostly an artist so if it does work well for my project I can help make you a demo scene if you like?
If you are in a hurry, you can install 4.0 on your computer and download the package and import it to your unity 3 project though. But i will fix this soon as well.
You can have as many meshes as you want, reflection&refraction is per mesh. But the more meshes you have the less efficient it is. Best way of doing water is one mesh for whole scene, or several meshes apart from each other so they are not all visible at the same time.
The shaders in the pack are generic ones, that means not suitable for every case and needs some slight modifications such as the waterfall shader there.
But im here to support obviously, i will help in any way i can so you get your payments worth.
You didnt like my demo scene eh?
Well i suck at drawing things, i will keep in mind to ask for your help when i need it thanks for the offer ![]()
Thanks.
What I meant was your demo doesn’t show me an example of what I need to do with the shader, the waterfall in your scene doesn’t seem to have any refraction or reflection and doesn’t look much different to a moving transparent bumped specular shader, the flat plane water looks great!.. so is it possible to use your shader on a mesh like your waterfall?
Also how does the shoreline fade work? is that something that would work on a mesh like the waterfall?
Check this out if you need some more inspiration for shaders ![]()
Waterfall doesnt use realtime reflection refraction, it uses a cubemap to reflect and refract. What you want for the waterfall kind of shapes is possible in several ways but all of them are unnecessarily heavy computations both for cpu and gpu. You can fake it with a specially prepared cubemap but that is alot of work and must be prepared for all different situations.
Briefly, this is a pack of generic use shaders and what you want needs custom work for every occasion.
When its a game, noone will stop and stare at the waterfall and criticise if it refracts correctly at all angles
But its doable.
Shoreline fading is currently just a grayscale mask texture applied for the sake of simplicity but needs some hand work. In the following updates i will bring in depth maps for the mask to be generated automatically.
Currently no shaders have specularity.
My shaders have smiliar properties which can be found in what you mentioned.
As this was just an initial release, i intented mobile platforms mostly.
the current differences are;
no foam (yet), no speculars (yet), no SSS planned at all as its unnecessary.
depth color is set by user, shallow color is automatically calculated from what is beneath the surface (in realtime reflections) and from whats at the bottom part of the cubemap(in cubemap reflections)
I am now implementing speculars and foam to a different set of shaders for usability as these new ones are only for high end machines which can do 3.0 shading.
EDIT: By the way, this is a set for calm lake or river waters yet. I will do another set for ocean waters in a following update as well.
Thanks, you just saved me 25 bucks :)… I’ll be interested in the depth map version of this for another project though.
I hope i will remember to increase the price when i add more features, hehe ![]()
Unless someone else beats you to it ;)… I hear its a dog eat dog world in the asset store… XD
Next update will include smooth underwater transition and shaders for it, this will initially requires render textures to be used with an image effect. So, it will be unity pro only feature for now. Later on i might add it for Unity free too(or not).
This is how under water looks like now (exaggrated the refractions and normals in here)
I will put this 1 uber shader as a bonus in the next update.
It does surface water and underwater at once in one pass with realtime reflections and refractions(all adjustable) including specularity from 1 directional light source.
When you go underwater, visibility drops and scene wiggles and ripples. This is for Unity PRO only.
If you still dont own the package, its good time to buy it as i will increase the price with next update.
EDIT: This bonus will NOT be included in “Aubergines Shader Pack”
Another shader for over the top view kind of games or for distant tropical water with deep and shallow colors. Shallow parts are both reflective and refractive, deep parts are reflective only.
EDIT: This distant water also does both above and underwater effects in one pass.
Finally there will be an ultimate shader which do all distant and close water together with all properties.
Cool, but how is this performance wise?
Which one? There are various shaders for every situation in the pack, using cubemaps, realtime reflectionmap, realtime refractionmap, flowmaps, alpha masks, refraction masks and with the bonus there is the water depth mask individually and/or a combination.
Still, every shader is SM2.0 except 2 of them(which are 3.0) although they are faster than normal ones, the unity shader compiler complains about instruction limits which in the compiled shader has lesser instructions than others.
Original shaders dont have specularity, the bonus have specularity, its 2 lines of code and you can copy paste it to the desired original shader if you want to.
Originals also dont have underwater lighting and texture transformations, but the bonus also have it which you will be able to adapt to one of the desired original shaders again if you want to.
Soo, performance is really up to you. In my ancient computer, i get 120fps with the heaviest water(the bonus shaders) and full terrain in a 800x600 screen resolution.
Ive also added underwater caustics on a terrain with a bonus of bumpmapped terrain. You will be able to chose 1 splat map as underwater areas and caustics will appear whereever you paint this splat.
This feature wont work on Unity4 as of yet, but i dont want to upgrade yet.

Hi,
currently for an iOS i need transparent water(for showing swimming fish inside), and should be light enough to get optimal performance on iphone 4 as well. Can this be posssible with your shaders? What are the performance figures of this shaders on iOS devices. We are doing the project in unity 3.5.7. Will purchase it if it suits
I have various shaders in the pack starting from the very basic and going up to very pro, so you can try them one by one and chose the one that satisfies you.
But none of the shaders are transparent, and only pro versions Show underwater(still not transparent though). You will have to add transparency yourself which is one line of code editing to the shader.
I provide custom shader support for customers, so dont hesiate to ask for customisation for your needs.
