The successor to the original Stylized Water Shader asset, widely adopted since 2016. Now re-imagined from the ground up for the Universal Render Pipeline.
Rather than being PBR-based, a custom lighting model offers direct control over color and light/environment reflections. All whilst retaining support for dynamic lighting and all of Unity's lighting features.
Shading features:
• Deep, shallow and horizon color controls
• Intersection foam effect with other objects, based on scene-depth or vertex colors
• Unlit/simple and advanced shading modes
• Adjustable surface foam
• GPU-driven, layered wave animations
• Animated caustics in shallow water
• Translucency rendering from all light types
• Flat shading mode (low poly look)
• Planar reflections (excluding VR)
• Separate control over environment- and sun reflections
• Sparkles based on normal map
• Refraction, distorts objects behind the water surface
• UV- or world-projected tiling (seamless water)
• Vertex color support to control foam, fog and wave height
• Transparency mask to hide the water inside objects such as boats
• River mode for spline meshes (created using other tools)
• Distance normals (tiling reduction)
Technical features:
• Clean material UI with tooltips and notifcations
• Simple and Advanced shading modes
• Tessellation support, dynamically subdivides triangles (adaptive & distance-based)
• C# API to read the wave height/normal. Integration for Dynamic Water Physics 2
• Water Grid component, creates water tiles which can follow a specific transform
• Utility to create subdivided plane/circle mesh assets
Includes:
• Tropical beach demo scene
• Several pre-configured water materials
• Unique foam and normal map textures
• Set of particle effects, designed for gameplay and environment enhancement (flipbooks with normal maps)
Compatibility:
• Universal Render Pipeline (URP) 10.3.2+ (excluding the Built-in RP & HDRP)
• PC, macOS (OpenGL/Metal), Consoles, Android/iOS (OpenGLES 3.0+)
• One-click fog integration for Enviro, Azure Sky, Atmospheric Height Fog, SC Post Effects, COZY Weather and Curved World 2020
• Supports spot/point lights and baked/dynamic GI
• Orthographic camera's
• VR rendering (Single Pass Instanced & Multiview)
• Full details...
⚡ Performance:
Hand-written, expertly crafted shader, for maximum performance and flexibility.
Features can be disabled, making it scalable to use on mobile platforms. Down from a simple colored plane up to a vivid lake.
Limitations:
• Built for 3D rendering. Can't be used with the 2D Renderer or Tilemaps
• Planar reflections are disabled in VR
原始程式化水着色器资产的继承者,自2016年以来广泛采用。现在从头开始重新想象通用渲染管道。
自定义照明模型不是基于pbr的,而是直接控制颜色和光/环境反射。同时保留了对动态照明和Unity所有照明功能的支持。
材质特点:
•深,浅和水平的颜色控制
•基于场景深度或顶点颜色,与其他对象交叉泡沫效果
•无照明/简单和高级遮光模式
•表面泡沫可调
•gpu驱动的分层波动画
•浅水中动画焦散
•所有光类型的半透明渲染
•平面底纹模式(低多边形外观)
•平面反射(不包括VR)
•独立控制环境和阳光反射
•基于法线贴图发光
•折射,扭曲水面后面的物体
•UV或世界投影瓷砖(无缝水)
•顶点颜色支持控制泡沫,雾和波的高度
•透明面具,隐藏水在物体内,如船
样条网格的河流模式(使用其他工具创建)
•距离法线(平铺减少)
技术特点:
•使用工具提示和通知清理材质UI
•简单和高级阴影模式
•镶嵌支持,动态细分三角形(自适应和基于距离)
c# API读取波高/法向线。动态水物理集成
•水网格组件,创建水瓷砖,可以遵循特定的转换
•实用程序创建细分平面/圆网格资产
包括:
•热带海滩演示场景
•几种预配置的水材料
•独特的泡沫和法线贴图纹理
•粒子效果集,为游戏玩法和环境增强而设计(带有法线地图的flipbook)
兼容性:
•通用渲染管道(URP) 10.3.2+(不包括内置的RP和HDRP)
•PC, macOS (OpenGL/Metal),主机,Android/iOS (OpenGLES 3.0+)
•一键式雾集成Enviro,蔚蓝天空,大气高度雾,SC后期效果,舒适的天气和弯曲的世界2020
•支持点/点灯和烘烤/动态GI
•正字法相机
•VR渲染(单通道实例化和多视图)
•详细信息…
⚡性能:
手写的,专业制作的着色器,为最大的性能和灵活性。
功能可以禁用,使其可扩展到移动平台上使用。从一个简单的彩色飞机上到一个生动的湖。
限制:
•为3D渲染而构建。不能与2D渲染器或Tilemaps一起使用
•在VR中禁用平面反射
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