im also interested in if it works for mobile, there was a similiar product on the asset store, but youve got a great price worth buying if it does work on mobile.
There’s a limitation with Wet Shades. I’m still trying to figure out how to make a solution for this:
Cubemap reflections work fine if you don’t rotate the object (Y must be = 0). This is caused because shaders have limited ‘internal parameters’. Cubemap reflections need object’s position and this is too much data if we also want puddle’s distortion effects.
The best solution I can imagine so far is to create the cubemaps following the object’s rotation.
Resuming:
For now objects must have rotation.y = 0 or the cubemaps must be made considering the object’s rotation.
If you want it the simple way, with no puddle distortion, and free ground rotation with coerent reflection, I’ll put this shader in a next version.
How do you set this up?
I’m trying this on Unity 4 and I dragged the WetGround prefab into my scene.Yet the plane is just black. It has no water/wet effect whatsoever.
Can you please point me to a tutorial on how to set it up correctly?
I have my project setup as DX11 for PC Standalone build.
this looks like a good and cheap asset, may come in handy. I use a virtual sky model (UniStorm) and was wondering if it is possible to script your asset to work with this great asset?
I know nothing about UniStorm, but Wet Shaders can be used in any mesh, so I think it’s gonna be ok. Just keep in mind you need a CubeMap for reflections.
I purchased the asset a while ago. I would like to know if the dx11 update is included in the current version. If not can you send me the fix that was mentioned in an earlier post? Thanks