Smart Water for Indies and Pros.

Smart Water is ready. It is Indie and Pro compatible. It also works on iPhone, iPad, iPod with OpenGL ES2.0 and OpenGL ES 1.1.

All the videos and pictures are working the same for Indie/Free version of Unity and Mobile OpenGL ES 2.0 phone. Smart Water is delivered with +10 water presets (Tropical, Darkcity, Ocean, Iced Water etc…)

Compatibility (some devices needs to be confirmed)

Open GL ES 1.1 shaders

Android 1.6

iOS for iPad, iPhone, 2G, 3G and iPod Touch generation 1 2

Open GL ES 2.0:

iPad, iPad 2, iPhone 3GS, iPhone 4, and iPod Touch 3rd generation and later

Android platform since Android 2.2[10]

Basic:
MAC/PC/Web

Working on a PRO version, very soon…

You can buy it here. (instant download). or in the Asset Store here

Features:

  • Drag and Drop water material that can be applied on any mesh (animated or not)
  • huge compatibility with all Mobiles and non Mobiles applications
  • version of the water can be set at run-time, no need to have several builds.
  • underwater with rays of god (even on non plane shapes) in all versions
  • total control of the refraction, reflection, caustics, transparency, colors, etc… thru a top-notch real-time editor.
  • save your new waters in a prefab, you can drag and drop in any project.
  • simple to use even for non programmer.
  • can be used for any kind of water, Ocean and very large water surface, or glass of wine.
  • can mix several type of water at the screen, without limits, that can interpenetrate and can have totally different look, each different water has an underwater effect…
  • FPS Fly camera presets.

Here is the iPhone, iPad, Android version




does it work on iphone?
I see the shader has 4 textures… which usually means now. Can i be reduced to 2 textures?

Fabulous, just bought it, been waiting for this :slight_smile: Well done…

Sold!

Wow! Am I just imagining, or are those caustic effects I see?

I will do a specific version for PRO and iPhone. The current version needs Shader 2, and uses…hum a lot of textures…

Also I apologizes for the lack of docs, I will update with more docs and tutorials very soon.

Nikko, looks lovely. I had really expected you to roll this out with a similar price to your other shaders. $89-100 is rather out of my price range for a shader package but it really does look gorgeous !

Looks great, Nice one!

Looks great!

No offense, but I’m pretty sure that goes against Asset Store policy (it can’t be any more expensive than it is offered elsewhere).

I think its true Asset store is not other country so that prices can be different.

One customer found a problem with some MAC with Radeon Video card.

If you have a flat blue water, it is because of a fog issue.
Edit the 2 shaders: SmartWater Indie.shader and SmartWater Inv.shader, find the line

and replace it with

This will fix the problem. Apparently NVidia Video cards does not have this problem…

Also I checked on my iPad and the water works with no changes with OpenGL ES 2,0!!! That means that you can get this water on mobile devices with the latest iOS!
I will update the project with specific iPhone project very soon.

looks nice. one question … how is it with the wave scales? can they be set like the unity water does? i need some really huge waves ^^

Looks great–can you give some idea of the performance impact? How does it compare to Indie Water and Pro Water3?

This water will not work for you. There is no vertex animation, it is visually faked. That’s why this water is very easy and fast. Vertex animation is adding a lot more complication, and CPU/GPU heavy calculation (FFT).

to bad, well maybe i can just use an animated mesh and put it on it, i will see. Thanks for the info.

Great Unity3dx looking forward to the tuts, especially creating a New project with nothing but a blank scene, and how to install it into a blank project with out the other crap.

The performance is the same as 2 Bump Maps. Much faster than Pro Water 3, because no GPU/CPU wave calculation. I see no frame rate difference with or without the water on PC and MAC. I am doing tests on iPAD and I will let you know the FPS I can have on iPAD1 and iPhone 4 very soon.

It works with OpenGL ES 2.0. That means all iPhone 3GS, 4G, iPAD using the latest iOS and OpenGL ES2.0 compatible. Old iPhones support is discontinued in Xcode 4 by Apple, so I will not do a version for 2G, and 3G.