Water System for the High Definition Render Pipeline

I’m honestly not proficient enough using the job system

I’m not proficient enough to give you a definitive answer on this (maybe someone else can chime in) but from the little tests I’ve been conducting, increasing the innerloopBatchCount seems te lead to worse performances.

If you have really thousands of instances and you are looking to increase performance, the best way would be to fetch only some points (a grid basically) and then make a weighted interpolation between 4 closest points to place your objects to avoid having to request an exact position to the water system at each frame. You can even update your grid only every 2 frames or more for example.

Hi again!

It’s been a while and I would just like to know if there are any news about spherical water support for planet rendering (fingers crossed)? :slight_smile:

I am currently using custom meshes via our own tiling mesh system, but it is performance intensive asking the water system to render tiles in the hundreds. I have also tried collecting the meshes into one using the job system, which helps with the rendering part, but the CPU water simulation (which we need for the buoyancy, is still a bit slow. Also, I fear that the very nice waterline that the system can do with the infinite rendering approach, will be (much) more difficult to do.

Hey, given the new priorities, don’t expected a lot of news regarding water system theses next months.

Have you tried using the GPU readback (which is supposed to be a bit slower but cost way less)

Thank you for the quick answer. I don’t need this right away, but it would be very nice if it could come at some point.

I have not tried that new GPU Readback feature yet. That sounds promising! Thank you for the tip :slight_smile:

Hi. How can I make this water line and underwater effect like in Subnautica where I stay in a room and see water through a window? Is it possible in the current version of the water system?

Not really, it’s possible to make underwater submarine scenarios (with some portholes etc) by carefully placing excluder, transparent surfaces and such.
But for the transition between underwater and overwater, you need to fake it somehow because the waterline currently intersect only with the camera near plane and there’s no simple way to “push it” to another surface like the glass you shown in your capture.

:frowning: I will think about how to make it.
Thanks for your reply.

mmm i hope it doesn’t become a dead feature like we are used see with Unity’s, i also was thinking about that feature days ago

It’s not dead at all, it’s just, given what has been announced recently about unified rendering for the next generation (after unity 6), aside from bugs, a lower priorirty will be given to water (among other features) once everything is figured out for unified rendering !
And to be honest, water is already pretty close to what we aimed for at the begining of its development :slight_smile:

3 Likes

Hello Chap unity

Would water be ported to URP platforms after unified rendering?

Porting something to “URP” doesn’t really make sense in the sense of unified renderer in Unity next generation.

I believe your question is something along “Would the water system work on all plateforms? (like mobile or non compute capable hardware)”.

For now, I really can’t answer nor promise anything, but I’m personnally doing my best to make that happen.

6 Likes

Thanks!, Thats exactly what we need!, Does Unity 6 right now work with all the features of the water system?

Considering how few water assets actually work on mobile and web I presume this is a challenge. I look forward to solutions tho! Even if they’re relatively basic!

Unity 6 has indeed the most complete set of feature for the water system.

Yes, I agree but don’t get your hopes up, it most likely won’t happen. It’s just, in an ideal world, this is something I would like very much as well. :slight_smile:

1 Like

There is a game https://play.google.com/store/apps/details?id=com.rbuttongames.battlemechs&hl=en. It is made in unreal. I really like the water. I wish I knew about shaders and could write something similar. I think a basic water asset should be enough for mobile so that we don’t have to deal with shaders.

So no river creation via Unity’s own splines and no automatic shore line / shore waves creation in Unity 6?

1 Like

What about Boat attack? can we use the water from that demo on Unity 6? i know is just a plane but at least is something

I used unity 6 and it didn’t even have the water samples available, The box deformer, trail generator and other stuff are not there either, all you can do is create a water surface, I can get the preview version which does support the water tools through the unity archive, but you said it was in Unity 6, if not now then when?