is there a way to scale the Water4 Prefab up (form the Environment Package), if i set its scale to 100 for the x and z direction the surface will look strange.
is the only way to copy the tile subobjects and place them into thier right positions?
well question is pretty clear guys and everybody, who deal with Unity water 4 has to go through this…
Unless you want end with millions of tiles, you will have to compensate numbers according to new size of water mesh. What I am doing everytime is testing all variables in shader and trying to find which ones affect gerstner screwing. Not easy, it takes a lot of time but it’s not impossible to set it right. Im lost in those variables and always forget which ones were work.
Dunno why there is not any documentation, lot of those shader variables … eh, one’s can’t clearly say what the heck is that for. Next time I will have to write down meanings of them, to make it easier for future me
Set your desired ocean size. Select any tile and run Play. Find good observation position and try mess and undo with every variable, until you wil find it (start from bottom ones I think). Sometimes is resolution of variable so high that even tiny changes 0.01-0.1 do a lot to ocean, so it’s even harder to set ocean properly
if you want more performance in game, set more tiles and use Ray or Triggers to switch water tile O/I on hit or enter as Player is in range.
Well I found a solution that worked for me. I placed a regular water4pro day time in the scene, I then duplicated it, and scaled up the duplicate, for whatever reason it kept the wave scale and such from the default.