Hi all, I’m a bit confused as to how go go about making the best possible Ocean using 5’s pro features. There used to be a Water4Example (Advanced) prefab in the Water (Pro Only) directory I was using. Now, it seems its only a matter of instantiating the Water4Advanced prefab in the Environment folder. The main problem I’m having, however, is that the Water Base script lets me modify Water quality and Edge Blend; no other options are available.
Also, scaling the prefab only increases the scale of the polygons, resulting in big, edged waves.
I’m probably missing something obvious here? Any ideas?
I try many days make a Ocean effect using all water tools of Unity but my results are bad, personally think that sadly the water prefabs of Unity 5 only work fine for pool or lake water effects, finally i use the water of Scrawk Ocean Renderer - Community Showcases - Unity Discussions I hope that Unity make a better water tool soon.
The part I don’t get (and the reason for this post) is that there used to be more options in the Water4Example’s waterbase component for Unity 4.x. So either there’s something I’m not doing on my side, or they removed the options.
I’m pretty much concluding at this point due to general lack of information that they made the water accessible to both free and pro users, but rendered additional options like Main Colors, Textures, Normals, Fresnel, Fading and Foam obsolete, which make no sense at all. Surely they must be hidden somewhere else.
For the scaling part of the question, the water is made up of child Tile objects - to make the water cover a larger area, you need to duplicate a Tile and move it so that it’s adjacent to the existing tiles. Or make a new, larger mesh plane and use that as the mesh rather than Unity’s OceanPlane. I tried making my own in Blender, but couldn’t get it to work properly - it’s a swirly mess rather than a wavy plane. Making a copy of Unity’s OceanPlane object and editing it (scaled it up, added more subdivisions, re-unwrapped the UVs) worked though.
There are lots of extra options in the shader component of the tile for changing the distortions/foam/colours/wave properties etc.
It is true, there used to be a custom inspector for the WaterBase script. That editor seems to be gone in version 5. As of now you can tweak these settings on a per material base. But this sucks (too many parameters all over the place).
You can however copy the old WaterBaseEditor script into your Unity 5 project (editor folder) and modify some lines of code. Mainly encapsulating the WaterBaseEditor class in the new standard asset namespace. And you need to also copy the old WaterBaseUtility script into the same folder - though it doesn’t need to be modified.