Alright that sounds great. I’ll wait until it’s on master then before trying to compare it with other water system, well i’m pretty sure you know which water system i’m currently trying to compare with
A lot of deaths in that second pool heh.
Great job guys keep it up! This would go along nicely with V&L Clouds as development continues.
Any chance we will have a spherical water option (like atmosphere has) for space simulators or games like Outer Wilds?
You can use custom mesh for this?
I think this is actually already in. Unless my memory is failing me.
Looks super cool. I’ve been working on my own little water system (for URP), just exploring look and techniques for a project, and one of the major reasons was that I wanted to support some really nice foam. I really like the features (current and planned) and can’t wait to play with them. Will be watching this very closely!
I found that using animated flipbook decals (rendered from Houdini simulations) projected onto the surface seems like the best way to achieve some nice foam and tying that together with normal-map decals to adjust the flow works great for things like adding disturbance around rocky riverbeds, or at the base of waterfalls. Very excited to try these effects out with this beautiful looking water system (and finally dip my toes into HDRP)
Animated foam decals: https://twitter.com/DMeville/status/1463318546876755974?s=20
Normal-map flow decals https://twitter.com/DMeville/status/1462540840060944388?s=20
Question about River → Ocean transitions. Has any thought been given in how to make these transitions look nice? Usually this would be done with two separate meshes (one river, one ocean), have the river mesh overlap the ocean and spread out and maybe paint opacity into vertex colour. This simply works UNTIL you add refraction to the mix. Since no “stackable refraction”, the river mesh on top doesn’t “see” the ocean below since the ocean isn’t rendered into the “grabpass” used for refraction, causing this kind of situation and not being able to layer/blend two water surfaces together https://twitter.com/DMeville/status/1453116752297033732?s=20 Will there be some kind of solution for this?
I am also curious about this too!
Well, firstly, the planet center position should be moved from the PBS Sky to Visual Environemnt for this to work. As far as I now this was not yet implemented. But I didn’t checked latest Unity build yet.
Also, not gotten the transparency to work with the water till now. I changed the water material to transparent but still looks opaque.
Is there a setting I am missing?
This looks extremely promising, kudos @auzaiffe and HDRP team!
I’m glad to see that custom meshes will be supported! Are there any limitations when using custom meshes compared to infinite planes (i.e. certain features not being available)?
Will it be possible to have a water mesh with different elevations, e.g. a slope?
Oooh. . . it’s on master now. . . .gonna wait for the next release then
Not really, you just get the geometry you pay for!
Slope: yes it is planned.
That is weird, can you file a bug if you find a good repro? Thank you!
@auzaiffe oh btw in which unity alpha version that gonna include the water system in HDRP?
If you need it anytime soon, then simply use Crest, which will be superior for a long long time.
In the meantime, be glad there will be one more thing with an out-of-the box solution.
We always appreciate constructive feedback.
It will be available in 2022.2 as an officially released version, releases process are very consertive at Unity to ensure that the end user gets the best possible version.
Is this update available in the water branch or it’s now being developed only in master after the merge?