**InfiniRIVER **is the new Fluid based water simulator for Unity by ARTnGAME.
The system can emulate the interaction of water with scene objects in real time using a fluid solver and do so in a global or local way for versatility and cover of all use cases.
InfiniRIVER will be soon released and will be in Beta for some time until all features are full realized. The base fluid system is production ready and more work on usability and control of the effect will be added in the various Beta stages for more options.
The system will be in lower price for Sky Master ULTIMATE and **InfiniGRASS **users, on release make sure to buy one of those assets first and then upgrade to **InfiniRIVER **for maximum discount.
Features (All pipelines):
- Fluid based water simulation for detailed interaction of scene objects with water
- River mesh generator
- FFT based water and waves shader
- World space and local space choice for versatile water placement and interaction modes
- Caustics (Standard Pipeline - URP)
- Advanced water shader with refraction, cubemap reflection, Sub Surface Scattering
- Dynamic Water ripples and trails simulation
- Multiple sample demos of water - lava simulation
- Fluid based driven 3D particle module
- Fluid and interactive water enabled ground materials
Bonus features:
- Parallax shader (Standard Pipeline)
- Triplanar shader for rocks (Standard Pipeline)
- Randomized Stone generator
Roadmap (Some of the features are TBD):
- Adapt HDRP Decal shader to cast the caustic texture properly
- Convert parallax sample shader to URP-HDRP (TBD)
- Add Delauney based tesselation to river mesh generator
- Add river branching and Terrain river curving
- Add more options in river mash maker
- Make easier to adapt the fluid simulation water flow direction
- Add underwater rendering (TBD)
- Add slope based component for automatic waterfall creation
- Add general flow component using flow maps
- Add real time reflections
Base Tutorial videos (More tutorials will come soon):
Images:
InfiniRIVER first Beta has been released at the Unity Asset Store and the system will be in ongoing development for some time until all features are full realized. The base fluid system is production ready and more work on usability and control of the effect will be added in the various Beta stages for more options.
Release InfiniRIVER forum thread for more info.
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A few more items have been addedto the roadmap, from user feedback, will be coming in next updates of the system.
Updated Roadmap (Some of the features are TBD):
- Adapt HDRP Decal shader to cast the caustic texture properly
- Convert parallax sample shader to URP-HDRP (TBD)
- Add Delaunay based tessellation to river mesh generator
- Add river branching and Terrain river curving
- Add more options in river mash maker
- Make easier to adapt the fluid simulation water flow direction
- Add underwater rendering (TBD)
- Add slope based component for automatic waterfall creation
- Add general flow component using flow maps
- Add real time reflections
- Add system to make physics objects float based on water flow
- Add push force on objects by water
- Add gradual freeze effect with a center point of freeze start
- Adapt the included 3D particles flow sample to the water surface, for foam, floating leaves etc
- Add more foam options, to get more intense foam water streams
- Finalize the flow map generation system and adapt the flowmap to the water shader
- Add optimized modes for mobile, possibly with baking of the fluid solver solution
InfiniRIVER -
Dynamic Fluid Simulator, WIP on spline based river mesh generator and controllable triangulation for smooth detailed surface.
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InfiniRIVER - Dynamic Fluid Simulator, WIP on waterfalls and spline based mesh generation.
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