[WIP] POSEIDON HD 2020 - NATIVE HD SRP

I am glad to announce our new asset: Poseidon HD 2020.

Fully designed for new Unity ecosystem (SRP HD, Job System, New Terrain System, etc) is our ultimate solution for rivers, lakes and ocean.

Following just few features

· PBR HD Shader

· SRP Batcher compliant

· Caustics

· Foam

· Foam Crest

· Reflections

· Tessellated

· SSS

· Multiple directional point spot and area lights support

· Realistic GPU Computed Waves

· Underwater shading

· Motion vectors support

· Full transparent queue for post FX compliance

· Water Volume Removal

· Advanced Physical Buoyancy System

· Procedural Mesh Generator for rivers, lakes and ocean

· Procedural Stamping for Real Time Terrain Carving for lakes and river

and more more

sgncw

You can join our discord server for more detail from “Coming Soon” channel

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Reserved

Reserved

Greating from Unite 2019 Copenaghen.
Here we are with a new feature presentation from our latest asset Poseidon HD 2020

sz1pj

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Hello Antoripa,

I’m sorry I have to say that, but after the crash of your numerous beta assets, this asset will also die a dead like the other assets, including 10 years of beta status, no bug fixes and only empty promises in the discord

RIP Poseidone

Hey… new video with more features
Enjoy
equse

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Hey… a more detailed preview of underwater in a new video

g4udq

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Hi, your water looks good. Basically I’m looking for a water solution that supports fast Screenspace Reflection, aka, SSR. There is only one water solution out there that supports it right now but it lacks many other features. I hope your solution also supports SSR. Regular reflection just takes too much time to render and it’s basically not worth it in a real game unless you are making ocean simulation. Thanks.

Agree, Normal Reflection really isnt worth the rendering price…

Any updates if you are going to support SSR?
This is the only water solution that supports SSR. SSR doesn’t look as good as the plannar reflection but for the water, it gets the job done without rendering the whole scene twice.

Thanks for your support.