Hi. First of all congratulations on the new release.
I have a benchmark application and I got 46-71% speed increase !!!
Now I have some problems with the new water4 prefab.
When I uncheck the “Gerstner displace” script it does get ignored when I build my application, while it works inside unity.
Also there is still the problem from water3: when you have bilboarded trees in the view of the water the water does not render behind them.
Also when I add the prefab and scale it, so I have a bigger sea, I cannot find a way to make the waves tile smaller. Is there any documentation about it?
Nobody else had this “Gerstner displace” script unchecking problem? You can’t have it disbled in your build.
And I ask again, what parameter should I change after I scale the water prefab and having the foam and displacement waves in the scale they were before the scaling of the prefab.
There was never a single word from Unity about Water3. Please, now that Water3 has been superseded by Water4 - give us a blog post, tech doc or forum thread about Water4, anything at all about intended usage and tweaking.
Also, when importing the new Water Pro standard asset, I get a great number of warnings of the following kind:
I found out that Water4 works very nicely in a completely fresh scene, including scaling and so forth. It’s looking really good! It’s also nice to see that Water4 is easier on the processors than Water3.
Deleting Water3 completely before importing, including editors, materials, shaders, prefabs and source classes, will probably fix the conflicts/errors we see. I’ll check and report back.
In that case, file a bug report in Unity and let them know that the upgrade process from Water3 to Water4 needs being described. I’ve already done so. Other than that, Water4 works exactly as advertised in a new scene. Very easily tweaked too.
However, the billboarding of trees against Water4 is botched. You need to edit the Water4 shader and replace all occurrences (3, I think) of:
with
The Water3 shader as shipped has the same ordering issue.
Maximum number (32) of shader keywords exceeded, keyword WATER_VERTEX_DISPLACEMENT_OFF will be ignored
UnityEngine.Shader:EnableKeyword(String)
Displace:OnDisable() (at Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs:24)
UnityEditor.DockArea:OnGUI()
Marvelous testing! They probably never bothered to test this.
Anybody have a way to stop the “maximum number of shader keywords exceeded” errors? Since my automated build process stops on errors, Water4 is currently completely unusable because of this.
The gerstner displacement script seems to be wonky. You can disable, but it ignores being disabled. I don’t want the waves, but you seem to get them no matter what.
i got the same problem described here
but the “Queue”=“Transparent-100” didn’t work for me…
got a workaround for my clouds, were i put a “Queue”=“Transparent+100”.
but still got the problem with my bill-boarding trees… even changed the water transparent -100 to -800…
i need this problem fixed… how can we fix the problem with the bill-boarding trees to get under the water?
this problem annoys my customers!
people from unity! fix this please.
I had the impression that someone from the unity devs would solve the issues with water4 until the 3.5 release.
The queue issue is still there. Also the Gerstner displace script does never get disabled in the release.
There have been so many reports and bug reports about this but still nothing.
I suppose we should consider the water4 pro addon an abandoned addon.
I’ve been working with this quite a bit. As you’ve seen, the displacement seems to come back if you disable the script, but you can “turn off” gerstner displacement by modifying the Amplitude on the script, and setting all the values to zero.
For the billboard trees problem, setting the queue to “Transparent-200” in both fx-water4.shader and fx-SimpleWater4.shader worked. You have to change it in several places in the file (3 or 4 places in each shader). Once you change it, it doesn’t take effect right away - best thing is to exit unity and go back in. But I’m successfully using Water4 with displacement and billboard problems now.