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119 lines
7.2 KiB
Plaintext
119 lines
7.2 KiB
Plaintext
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3 years ago
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Version 1.3.0
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My email is "kripto289@gmail.com"
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Discord channel https://discord.gg/GUUZ9D96Uq (you can get all new changes/fixes/features in the discord channel. The asset store version will only receive major updates)
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You can contact me for any questions.
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My English is not very good, and if I have any translation errors, you can write me :)
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----------------------------------- WATER FIRST STEPS ---------------------------------------------------------------------------------------------------------
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1) Right click in hierarchy -> Effects -> Water system
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2) See the description of each setting: just click the help box with the symbol "?" or go over the cursor to any setting to see a text description.
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------- DEMO SCENE CORRECT SETTINGS -----------------------------------------------------------------------------------------------
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1) Use linear color space. Edit -> Project settings -> Player -> Other settings -> Color space -> Linear
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If you use gamma space, then you need to change light intensity and water transparent/turbidity for better looking.
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2) Import "cinemachine" (for camera motion) and "post processing"
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Window -> Package Manager -> click button bellow "packages" tab -> select "All Packages" or "Packages: Unity registry" -> Cinemachine -> "Install"
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Window -> Package Manager -> click button bellow "packages" tab -> select "All Packages" or "Packages: Unity registry" -> Post Processing-> "Install"
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3) Restart unity (post processing required)
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4) Palms and trees cannot be included in the project under the asset store license, you can download it here http://kripto289.com/AssetStore/WaterSystem/1.1.0/KWS_Trees.unitypackage
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------- USING THE FLOWING EDITOR ---------------------------------------------------------------------------------------------------------
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1) Click the "Flowmap Painter" button
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2) Set the "Flowmap area position" and "Area Size" parameters. You must draw flowmap in this area!
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3) Press and hold the left mouse button to draw on the flowmap area.
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4) Use the "control" (ctrl) button + left mouse to erase mode.
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5) Use the mouse wheel to change the brush size.
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6) Press the "Save All" button.
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7) All changes will be saved in the folder "Assets/StreamingAssets/WaterSystemData/WaterGUID", so be careful and don't remove it.
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You can see the current waterGUID under section "water->rendering tab". It's look like a "74e75fc51de5773448e4fca07d21c2ff"
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------- USING SHORELINE EDITOR ---------------------------------------------------------------------------------------------------------
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1) Disable the "selection outline" and "selection wire" in Gizmos (Scene tab -> Gizmos button).
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Otherwise shoreline rendering will be slow when you select the water in hierarchy.
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2) Click the "Edit mode" button
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3) Set the "Drawing area position" and "Shoreline area size" parameters. You must add shoreline waves only in this area!
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4) Click the "Add Wave" button.
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You can also add waves to the mouse cursor position using the "Insert" key button. For removal, select a wave and press the "Delete" button.
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5) Avoid crossing boxes of the same color! Blue wave boxes should not intersect with other blue boxes. Yellow boxes should not intersect yellow boxes!
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6) You can use move/rotate/scale as usual for any other game object.
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7) Save all changes.
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8) All changes will be saved in the folder "Assets/StreamingAssets/WaterSystemData/WaterGUID", so be careful and don't remove it.
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You can see the current waterGUID under section "water->rendering tab". It's look like a "74e75fc51de5773448e4fca07d21c2ff"
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------- USING RIVER SPLINE EDITOR ---------------------------------------------------------------------------------------------------------
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1) In this mode, a river mesh is generated using splines (control points).
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Press the button "Add River" and left click on your ground and set the starting point of your river
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2) Press
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SHIFT + LEFT click to add a new point.
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Ctrl + Left click deletes the selected point.
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Use "scale tool" (or R button) to change the river width
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3) A minimum of 3 points is required to create a river. Place the points approximately at the same distance and avoid strong curvature of the mesh
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(otherwise you will see red intersections gizmo and artifacts)
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4) Press "Save Changes"
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------- USING ADDITIONAL FEATURES ---------------------------------------------------------------------------------------------------------
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1) You can use the "water depth mask" feature (used for example for ignoring water rendering inside a boat).
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Just create a mesh mask and use shader "KriptoFX/Water/KW_WaterHoleMask"
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2) For buoyancy, add the script "KW_Buoyancy" to your object with rigibody.
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3) For compatibility with third-party assets (Enviro/Azure/WeatherMaker/Atmospheric height fog/Volumetric fog and mist2/etc) use WaterSystem -> Rendering -> Third-party fog support
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------- WATER API --------------------------------------------------------------------------------------------------------------------------
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1) To get the water position/normal (for example for bouyancy) use follow code:
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_waterInstance.EnableWaterSurfaceDataComputation = true; //Enable this setting to get actual WaterSurfaceData
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var waterSurfaceData = _waterInstance.GetWaterSurfaceData(position);
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if (waterSurfaceData.IsActualDataReady) //checking if the surface data is ready. Since I use asynchronous updating, the data may be available with a delay, so the first frames can be null.
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{
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var waterPosition = waterSurfaceData.Position;
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var waterNormal = waterSurfaceData.Normal;
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}
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2) if you want to manually synchronize the time for all clients over the network, use follow code:
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_waterInstance.UseNetworkTime = true;
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_waterInstance.NetworkTime = ... //your time in seconds
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----------------------------------------------------------------------------------------------------------------------------------------------------------------
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Demo scenes include open source projects for volumetric lighting and volumetric clouds.
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https://github.com/SlightlyMad/VolumetricLights
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https://github.com/yangrc1234/VolumeCloud
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Other resources:
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Galleon https://sketchfab.com/Harry_L
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Shark https://sketchfab.com/Ravenloop
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Pool https://sketchfab.com/aurelien_martel
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