I’m implementing a base water to my terrain and have encountered some problems…
Reflective water (UnityPro) doesnt work well at all… It reflects pizelated terrains instead of sharp edges and the sky reflection moves unrealisticly with player cam.I think the reflection/refraction cameras are setup wrong but I cant find instructions on how to set them up.
I have incorporated a underwater effects fog script. This adds a nice fog camera effect but I was hoping for a “ripple” effect underwater. I remember seeing one on here a while ago but I cant find it again.
How can I make a “swimming” effect, I was thinking of using low-grav combined with a lose flying effect but the two ideas seem incompatible. Does anyone have a decent swimming script they feel like sharing?
This thread has some code for creating a buoyancy effect that might be useful to you. I’ll see if the Unity team can offer anything on the other matters.
The reflective water (Pro) uses a separate reflectionCamera to render all the objects from the ‘Reflect Layers’ to a render texture. Use ‘Texture Size’ property of the Water.cs script to determine the size of the render texture - thus pixelation. The whole camera setup happens automatically in the Water.cs script in OnWillRenderObject() method.
Could you possibly post a screencast showing your problem with the sky?
I re-imported Pro-Standard Assets and replaced the water, seems to be working now. I was reading, under the colaboration section, about the 3d water project. Can that be implemented and retain the reflective water property? Perhaps simply attaching the script to reflective water? I’m still trying to find the underwater effect. It was a nice, lightly blurred, ripple effect, similar to what a camera sees when water is running down its lens.