Yes, but how are we going to paint it over the intersection effect ? It would be better if could generate I depth map image from the intersection and save it localy. Your script would have an option to use this depth map for the intersection.
This is what some of the other water packages in the market are doing…
Objects with alpha blended shaders, like this water, do not contribute to Enlighten, so lightmaps will have no effect on the water surface, unfortunately.
This is an interesting suggestions, and warrants some R&D. I’ll be sure to experiment to find a way to exclude certain objects from the intersection effect.
Is there any way to access earlier versions? I had a nice and narrow sun reflection the first time I tried it maybe two weeks ago, but it’s gone no matter how I twiddle with the knobs.
I also get errors like
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.EditorStyles.get_toolbarDropDown () (at C:/buildslave/unity/build/Editor/Mono/GUI/EditorStyles.cs:183)
StylizedWaterInspector.setStyling () (at Assets/StylizedWater/Scripts/StylizedWaterInspector.cs:614)
StylizedWaterInspector.OnEnable () (at Assets/StylizedWater/Scripts/StylizedWaterInspector.cs:94)
Hey! I’ve been implementing your plugin into my webgl game. But when i try to build i get this error - `Procedural Material’ could not be found. Are you missing a using directive or an assembly reference?
If i let it take me to the error it directs me to your StylizedWater class and highlights:
public ProceduralMaterial substance;
It works fine when i build to any other platform… Any ideas? Is your water supposed to be supported for web builds?
This is due to an oversight on my part, the last update will restore the reflections. It’s currently under review and will probably be available in a few days.
The Substance plugin is not supported on WebGL, I didn’t realize this. I will add a check for this platform in the script so it won’t be included in a build and you will be able to build without error.
hI I just bought this asset, but i can’t figure out how to put the water in my terrain. in some tutorials they just drop something into the scene and scale it and put it at the level they want but i don’t know what to drag in with this asset. is there a trick to get this to work?
Create and assign a material to your water mesh and assign a shader found under /StylizedWater. Or use one of the included materials named “StylizedWater_*”
Add the StylizedWater script component to your object to start modifying it to your liking.
I’ll be sure to include a prefab in the next update to avoid confusion.
Just a intermediate update. I’m currently in the process of rewriting the shaders, starting with the mobile basic version. Because I want to rid myself of Shader Forge, since it offers limited control. This will ensure better performance and will allow me to implement new features such as orthographic camera support for the intersection effect. Filtering objects for the intersection effect is still something I hope to implement, so far the experiments have been successful, but not 100%.
I can’t give an estimate as to when the first improved shader will be released as much of this process is uncharted territory. Which is also pretty exciting
Thanks for the support so far fellow game devs! I’m happy to see people satisfied combining this package with their game environments
I’m now getting this rather sharply defined, darker area in the water that shifts and changes in weird ways based on camera position. No slider has any effect on it. I’d really appreciate access to earlier versions.
Edit: I just forgot to disable shadows for the water mesh.
Could you shoot me an email (contact@jonathan3d.com) with a screenshot of the issue? I’d like to look into it.
The Asset Store doesn’t support version history, unfortunately. However, I am going to turn my portfolio website into a documentation/support page soon, which will have previous versions available.