Poseidon is a user friendly water system dedicated to help you create impressive water-scape, deeply focused on low-poly and stylized world, save you a lot of time and effort!
Poseidon is the first system which fully support for Lightweight Render Pipeline, Universal Render Pipeline and Built-in Render Pipeline, with various settings for you to customize. Those feature can be easily turn on and off with a simple toggle.
FEATURES Super easy to learn, all-in-one-place editor, in-depth document. Automatic mesh generation with tillable edges and displacement noise. PBR lighting with specular setup. Fresnel effect. Horizon blend. Light absorbtion. Foam/Shoreline. Ripple. Planar reflection. Refraction. Infinite water plane with Tiles Pinning mode. Support for both Builtin & Lightweight & Universal Render Pipeline. Active & responsive customer service.
This package requires Unity 2018.1 or above. Support for LWRP requires Unity 2019.1 or above. Support for URP requires Unity 2019.3 or above. SCREENSHOTS
Hey there!
I just picked this up. When I add the water to the scene, the water does not get rendered. Did I miss a step setting it up? I should also add, I do not see water in the Sample scene either.
Hi dotfortun3,
Thanks for purchasing.
You can try the following:
In the Inspector, expand the Tiles foldout, this will activate Tile Pinning mode.
Make sure Tile Size is set to an appropriate number.
Hover your mouse over the scene view, you will see a rectangle to indicate that you can pin a tile to render water there, click as much as you want, each tile will cost 1 draw call.
Close/Collapse the Tiles foldout to deactivate Tile Pinning mode.
This is probably a bug, water should be rendered as soon as you create the object. I will take a look and fix it right away!
Thanks for taking a look. I tried the Tile Pinning feature, I still do not see any water rendered. Hope this helps! If you need anything from me, let me know!
Hey again, that did not work either. However, I did notice that it does not appear to generate a mesh or material when creating the water asset. Event after recalculating the bounds under tile pinning and then generating the Mesh under the Mesh context menu, there is nothing attached to the asset in the project window.
However, in the sample scene you provider, the WaterProfile has a material and mesh in it’s asset.
I am using the LWRP and 2019.2.5f1 build of Unity.
Hi dotfortun3,
I’ve had a look and found that there is a mistake in package initialization. There is 2 way you can solve the problem:
Method 1: Install Shader Graph and let script to be recompiled.
Method 2: Open the Poseidon/Scripts/Core/Editor/PPackageInitializer.cs, then at line 68, edit the script like the image, then save the file and recompile.
Hope it work! The official fix will be available soon.
You got the fix out before I even had time to apply the work around, the new version works great! I love your tools! One question I have, is it possible to add a feature to allow the water to look like it is flowing along a path? Sort of like how you can draw river beds with your other tool Griffin?
I am very much a novice on shaders and things so I have no idea what kind of work effort this would be, but I am curious!
Hi dotfurtun3,
Thanks for your suggestion. Currently it’s not support for custom mesh, wave and flow yet. I’m doing some research on this topic. Hopefully it can integrate with Polaris V2 using the Spline tools in the future.
Cheers,
Tam
seems this doesnt work with the Universal rendering w/2019.3b
any idea what i need to update to get this to work with URP.
i understand this is still beta, and might take a bit… was just wondering if there were some modifications i could make to get this up and running
Thanks.
Hi Alienmadness,
I’ve not working with URP yet, but let’s see what I can do to help.
How it “doesn’t work”? Is it render a pinky plane? Or not render anything at all?
If it doesn’t render anything: Open the Poseidon/Scripts/Core/PCommon.cs, at line 24-37 (CurrentRenderPipeline), change the string from “LightweightPipeline” to “UniversalPipeline”, I guess they have change the pipeline name. If it still doesn’t render anything, you have to debug to see what the new name is.
If it render a pinky plane: open the 2 shader WaterBasicLWRP and WaterAdvancedLWRP, located in Poseidon/Shaders/ folder, then change the Tags “RenderPipeline”=“LightweightPipeline” to “RenderPipeline”=“UniversalPipeline”.
Please let me know if it work or not
currently its not showing up… and scripts are complaining about lwrp. i think i resolved most of the script errors. but i will check out what you wrote tomorrow and let you know… Thanks for the quick response.