Water4 prefab: why 4 tiles?

The Water4 (advanced) prefab consists of 4 “tile” objects, each being a plane with identical water settings.

What is the reason behind this system? Is it a performance thing where splitting the water plane into several smaller tiles is faster?

I'd also like to know some more about this - there's quite some documentation out there but I wasn't able to find any info on how to use those tiles (e.g. when covering a larger area, should we add more tiles?). What I found: - [Using Unity's Water Effects][1] - [How do I use Water?][2] [1]: http://unity3d.com/learn/tutorials/modules/beginner/graphics/water-effects [2]: http://docs.unity3d.com/Manual/HOWTO-Water.html

Ya I have same question about this..

1 Answer

1

I think its with the vertex count, if we make one large tile or scale up on of the tiles in Water4 prefab the waves created are quite distorted. May be this shader needs a greater no of vertices so it can animate it more smoothly. You can test this thing by applying water shader to a plane and you will see the waves are not created in smooth and nice pattern