Well iam kinda bored and deciding to messing around with Pro water3, and this is what i got - better refraction - better underwater effect (and it works in built too) And for side note, iam not a programmer so maybe the performance not optimized enough (sorry) Here's the webplayer http://dl.dropbox.com/u/17532280/WebPlayer/Water_test/WebPlayer/WebPlayer.html And btw how to make the underwater effect so it can get the depth value from water script automatically? Right now i had to set the undewater color fade manualy to match the water depth value. Here's the package for prowater3 http://dl.dropbox.com/u/17532280/prowater3_mod.unitypackage NOTE: For the underwater effect you have to assign the script manualy to the main camera, i change the script so it works like the old underwater effect so it can works in built.
I'm not sure I'm seeing what you may have changed. Looks like the settings were tweaked, but that's about all, what am I missing?
well i'm changing the depth comparison from the water shader for the refraction and adding screen space fog for the underwater shader here's the depth comparison for the refraction Code (csharp): half drefr = normalize(LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.ref)).r)-i.ref.z); half dref = normalize(LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(uv2)).r)-uv2.z); Well at least the water shader looks better now, IMO @earl : yup i'm planing to share the package if you guys need it
@rea - Definitely would like to see what you've done. I spent some time tweaking the asset a while back but a few persistent issues have kept me from using it in earnest.
@Cupsster : Thanks, it's still the builtin prowater3 actually, i'm just changing couple lines of codes @bigkahuna : Thank you
Great job, Rea. I even sent the link to my partner who is not into game development and told him 'hey, you gotta look at this'. Very nice!
Omfg we're all going to drown! Good job, but I dont see a very noticable difference, water 3 has a lot of parameters and if you spend a lot of time on it, you could get almost any good looking water, but its a start.
I've started to look at your project but I'm afraid your issue isn't all that clear to me, what exactly are you trying to do? After playing with this for a while I'm remembering why I chose to stick with the community water shader instead, the water3 asset is not exactly easy or intuitive to tweak to get settings that look good. I remember spending the better part of a day before I was happy with the end result. The other issue I have is the gap between the water's surface and the underwater effect, if the camera happens to be between the two the result is not pretty, and I see that you have the same issue with your demo. I think I still have that project I spent time tweaking but it's on a different machine. I'll try your mods on that project tomorrow and see what happens.
Really nice scene! I don't have pro so I can't compare it to the default pro 3 water though :/ There is a bug in the Water3 script where it does not return the correct water height! Check out my post here on how to fix it: http://forum.unity3d.com/threads/77417-Unity-3.2-is-Available!?p=502340&viewfull=1#post502340 Also, the underwater effect does not use the water height method! immFX proposed a fix to this here: http://forum.unity3d.com/threads/77417-Unity-3.2-is-Available!?p=502738&viewfull=1#post502738 Hope it helps!
wait, is the scene that's in the webplayer included in the package? if not, could you include it please?
Any way you can fix the link it realy looks good and I have been looking all over for an underwater effect that looks good and how to do it. The link appears to be broken.
I know this is old. Worse, I'm about to comment off topic. Love the test scene, really quirky and fun setup.