setting to linear does fix the fog color. but there still is a visible gap. maybe because im using it in a small pond, i dont know. fog should be applied directly under the water horizon line no?
ill talk to the creator of CTI , he writes the shaders himself not made with ASE.
some requests
fix the caustics color / maybe add option to disable them
fix the water horizon fog line gap
add option to do underwater rendering based on waterplane transform Y pos. i know its allready there but i have multiple water zones at different height levels. so maybe detect the waterobject and base underwater rendering on the current waterobject.
You can see the outline on objects (using standard lit shader) and the terrain. I am not sure how to make them disappear other than using massive amounts of fog, any ideas how to cover that up?
This is likely caused by having MSAA enabled, which doesn’t perform anti-aliasing for the depth texture Unity renders, causing this 1px wide artifacts
PS: I’ll be away until early next month for a long overdue vacation, so won’t be able to reply to any messages. I’ll be hiking in the pacific north-west and will finally have access to rural creeks and rivers to try out some audio recordings for gameplay/ambient SFX.
Right near the camera the fog density tends to be 0%, so for the first few centimeter the water will appear clear. You can use a negative value for the Start Distance parameter to have the fog begin somewhere behind the camera instead.
Hello, StaggartCreations.
I would like to purchase the wonderful assets “Underwater Rendering for Stylized Water 2”.
(I already own “Stylized Water 2”)
Before I do, I would like to ask you a question, if you don’t mind.
I’m working on a game that is more like a billboarding game, can I display sprites underwater with this asset?
I would be grateful for your reply:)
A question for when you return from vacation I’ve been picking up your assets since last year (had favorited for months, finally bought when URP support released), and tried some tests with Stylized Water v1/built-in renderer that didn’t quite work out.
Mainly it was hard to tell which “levers” affect which visuals, what the internal dependencies/links between settings are, and thus whether I’m on the right track or not.
Would it be possible for you to do a couple of basic tutorial videos for the Water shader (built-in or URP settings, or ideally both), maybe just covering setup and a test case or two?
The online documentation is great, and the demo scenes are good for like a big-picture/“all the bells & whistles” view, but having just a straightforward visual link between the API/Inspector and the resulting scene would be really helpful.
I am using Stylized Water 2 on Oculus and I have a weird issue, I’ve been looking into the documentation and tweaking values to see if I can fix it, but unfortunately I didn’t managed to.
I have a fountain in my scene (the player see the fountain from above, since the scene is some kind of diagrama), I use the circle plane included with the asset, and in the scene view everything looks great, however in VR the water looks weirdly transparent (almost if hurts to look at it), I’ve noticed this issue in some particle systems but disabling the “Soft Particles” on the mateiral fixed the issue.
Now the weird thing is that when the scene starts the water looks just fine in VR, and then I have a huge world space canvas with some text that moves from behind the camera to in front of the camera (traveling above the water), once that plane moves then the weird effect on the water happens, the text uses Text Mesh Pro.
Do you have any idea why would this be happening? or have any sggestion that can help me figure out a solution?
Hi! Love this asset and can’t wait for future updates. One request; would it be possible to disable caustics in the Underwater Renderer package? The caustics look amazing on most flat surfaces but on my characters it makes them look strange (the faces of their models appear flat instead of smooth). Really beautiful water asset overall, though!
Edit: Being able to remove certain game objects from receiving the caustics would work too, but don’t know if that’s even feasible
Videos aren’t exact my forte I’m afraid, text can be updated and revised indefinitely. I agree an overview of the various aspects may be beneficial, but it involves a lot of tangents into general subjects such as lighting and shading that it ends up covering very little about the water itself.
The sections and parameters in the material UI have tooltips with a brief description. But if you’re aiming for a specific aesthetic, feel free to show a few examples, and I can try to break it down.
Based on what you’re describing, it sounds like you’re running into the same bug as I described here . If so, this is a known graphics bug. The only solution so far is to disable MSAA, which is what’s causing the issue for transparent materials (such as water).
I’ve added a “caustics strength” parameter for the upcoming update (1.0.4), which will allow to override it specifically for the underwater rendering. A value of 0 will essentially make it invisible. Currently, disabling caustics on the water material will also disable it entirely underwater.
The “faceted” appearance of the caustics you see on some curved meshes is technically by design, since a fast approximation is involved. On the render feature, you can enable the “Accurate Directional Caustics” checkbox (unity 2020.2+) to avoid these artifacts, though it comes with an added performance cost, how much will depend on other factors.