找回密码
 立即注册
搜索

[编辑器/功能拓展] KWS Water System (Standard Rendering)1.3.0水系统插件

[复制链接]
172 |0
发表于 2022-12-14 21:39:03 | 显示全部楼层 |阅读模式

















Before updating, be sure to delete the old version!This version is only compatible with standard built-in rendering and is not compatible with URP / HDRP / Mobiles / VR / WebGLRequired compute shaders support.Water for URP versionWater for HDRP versionIf you have already bought a standard version, you can make a paid upgrade to URP / HDRP with a ~70% discount at any time.Compatibility for VR (PC target) will be added later.Compatibility for mobile platforms will be added to separated packages (due to mobile limitations)All demo scenes and resources are included in the project.Water rendering uses physical approximation for lighting/wave simulation and is based on such physical parameters as wind power, turbidity, transparency, dispersion, etc. Therefore, water rendering should look correctly in any scene, for example, during the day, at night, at sunset, or in the cave.Features:GPU waves simulation with multiple cascades (to avoid tiling)Physical approximation of lighting (volumetric lights and shadows, absorption, scattering, caustic, sunshafts)Physical approximation of reflections using fast screen space projected reflections (several times faster than other SSR methods), camera planar reflections, cubemap(probe) reflectionPhysical approximation of refraction in screen space with dispersion (using water IOR)Physical approximation of caustic relative to water depth and waves (with dispersion).Underwater effect with partial submersionUnderwater sunshafts/volumetric lighting with causticShoreline waves rendering with foam particlesFlow rendering using flowmaps (integrated flowmap painter)Fluids simulation for static objects (rivers) with foam renderingRiver system using splinesBuoyancyDynamic ripplesRain effectVarious meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom meshLod system with tesselationWriting to depth buffer (for correct posteffects like 'depth of fields')Video/text description of each setting in the editor.Fog compatibility (in one click) with third-party assets for Enviro, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist2, COZY weather.


在更新之前,一定要删除旧版本!
此版本仅兼容标准内置渲染,不兼容URP / HDRP /移动/ VR / WebGL
需要计算着色器支持。
URP版用水
HDRP版用水


如果您已经购买了标准版本,您可以随时以70%的折扣进行付费升级到URP / HDRP。


稍后将添加对VR (PC目标)的兼容性。
对移动平台的兼容性将被添加到单独的包中(由于移动的限制)
所有的演示场景和资源都包含在项目中。


水渲染使用物理近似来进行照明/波浪模拟,并基于诸如风力、浑浊度、透明度、色散等物理参数。因此,水的渲染在任何场景中都应该正确,例如,在白天,在晚上,在日落时,或在洞穴中。


特点:
具有多个级联的GPU波模拟(以避免平铺)
物理近似照明(体积光和阴影,吸收,散射,焦散,太阳轴)
使用快速屏幕空间投影反射(比其他SSR方法快几倍),相机平面反射,cubemap(探头)反射的物理近似反射
带色散的屏幕空间中折射的物理近似(使用水IOR)
焦散相对于水深和波(色散)的物理近似。
部分淹没的水下效果
水下太阳轴/带腐蚀性的体积照明
用泡沫颗粒渲染海岸线波浪
使用流图绘制流(集成流图绘制器)
流体模拟静态对象(河流)与泡沫渲染
河流系统用样条曲线
浮力
动态的涟漪
雨的影响
各种网格:无限网格(海洋),有限框(池),样条河流,自定义网格
带有镶嵌的Lod系统
写入深度缓冲区(用于正确的后期效果,如“景深”)
编辑器中每个设置的视频/文本描述。
雾的兼容性(一键)与第三方资产Enviro, Azure,天气制造商,大气高度雾,体积雾和mist2,舒适的天气。





回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

快速回复 返回顶部 返回列表