72 lines
4.9 KiB
Plaintext
72 lines
4.9 KiB
Plaintext
Hello, thank you for purchasing my asset!
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If you have questions or problems please let me know at piotrtplaystore@gmail.com
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If you like my asset don't forget to write a review it helps me and my future customers a lot :)!
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Setup for mobile & normal version of the shader:
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I) Make sure you have URP version at least 7.2.1 (it will work on older version but shadow problem can occur when using cascades) to do so:
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1. Go to Package Manager
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2. Search for Universal RP on the list
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3. If your version if under 7.2.1:
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- Click on Universal RP
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- Click the arrow on the left side to show more options
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- Click on the newer version number that just showed
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- Click 'Update to <version_you_selected>' on the right side under description of package
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II) Now we have to make sure that depth texture and opaque texture option (only if you use refraction) is enabled:
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1. Go to your URP settings files (usually they should be in the folder called Settings folder in the Project inspector)
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2. In every settings file (UniversalRP-HighQuality, UniversalRP-LowQuality, UniversalRP-MediumQuality)
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make sure the option called Depth Texture and option called Opaque Texture is checked (you can leave the second setting disabled if don't want refractions)
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3. When you enabled the Opaque Texture option you can see you can choose Opaque Downsampling option 4x Bilinear is the fastest but will result in pixelated refractions,
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None is the slowest but will make refractions look the best. Setting this option is up to you and your performance preferences.
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IIIA) If you want to use Planar Reflections:
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1. Select your scene camera
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2. Add script called "Planar Reflections Renderer" to the camera
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3. Remember this effect is resources intense (this option renders again everything above water surface) play around with settings in Planar Reflections Renderer to get better performance
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4. To make the reflection of the water visible Fresnel Power parameter must be above 0!
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IIIB) If you don't want to use Planar Reflections:
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1. MAKE SURE THE PARAMETER Reflection Visibility IN WATER MATERIAL YOU'RE USING IS SET TO 0 TO AVOID ARTIFACTS!
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IV) Create material or apply premade by me Toon Water Material to surface that should be water in your scene!
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V) Done I hope you will like my asset. Remember to write me an email if you have any problems.
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When using ORTHOGRAPHIC CAMERA and mobile version of the shader be sure to check the option called Using Orthographic Camera in your material!!!!
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When using the mobile version:
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The Mobile version of the shader is designed to give you the ability to control what features of the shader are enabled/disabled here are available options:
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-Stylized Specular Enabled - decide if you want to use stylized specular or unity build in, leaving this option disabled will give you a performance boost
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-Refraction Enabled - performance heavy option if enabled, if this option is enabled you have to have opaque texture option enabled!!
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-Using Orthographic Camera - to squeeze out every performance bit I could you have to switch from perspective to orthographic mode manually
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-Use Normal Texture - performance heavy option if enabled, should surface of water be flat or have waves?
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What mobile version lacks compared to normal:
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-Support for stylized specular for point lights
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-Procedurally generated foam & normals, mobile version uses textures
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-Automatic switch from orthographic to perspective, in the mobile version you have to click the checkbox manually in material inspector
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-Fresnel effect
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-Planar reflections
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Useful pieces of information:
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- When Fresnel Power is set to 0 it means Fresnel effect and Planar Reflections are disabled
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- To control the transparency of the water use alpha values of Shallow and Deep watercolor
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- Specular Edges Smoothness Factor - is used to smooth out the edges of toon specular highlight however setting this value too big will make your highlight look not sharp
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- Use Refraction In Depth Based Water Color - decide whether depth gradient should also wave or be static
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How to setup postprocessing volume for simple underwater effects:
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If you don't want to set up the volume from scratch please look up how it's done in the demo scene (you can find it here Pool 1 or Pool 2 -> Underwater Effect Post-process Volume), you can copy it and paste it into your scene and only adjust box volume dimensions and position.
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I) Right mouse click on objects tree Volume -> Box Volume
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II) Click on the newly created object and adjust its settings:
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-Mode - Local
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-Blend Distance - I would suggest 0.1 but you can try other values
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-Weight - 1
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-Priority - 2 or higher
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-Profile - create your own profile or made premade one called "Underwater Effect Post-process Profile
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III) Adjust position and size using scale tool of your Box volume created in point I) to be just under your water plane.
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IV) Experiment with post-processing Profile effects to get the effect you're looking for.
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