Surface Waves
Adding rivers to your game can be tricky when your scene has a lot of variation in height. And static water can feel a bit lifeless when you try to play with it.
That's why I've made Surface Waves, a toolset for Unity3D that creates dynamic rivers, lakes and oceans by making waves interact with underlying terrain, GPU accelerated.
Surface Waves is now available from the Unity Asset Store.
The following will be part of Surface waves:
- GPGPU framework for DirectCompute and vertex/fragment shaders
- Shallow Water Simulation Shaders
- Water Shaders:
- Simple Water Shader
- Reflection
- Water Color
- Transparency
- Complex Water Shader
- Reflection
- Refraction (with adjustable filter color)
- Depth Based Fog (with adjustable color)
- Soft Shorelines
- Light Wrapping
- Foam (uses simulation data)
- Opaque Liquid Shader
- Reflection
- Color
- Adjustable Emissive Lighting (Self-illumin)
- Mix between Diffuse and Emissive
- Example Materials:
- Water:
- Non-Water:
- Blood
- Blue and Green Ink
- Green Goop
- Mercury
- Milk
- Oil
- Unidentified Orange Stuff
- Realtime Texture debugger
- Custom Reorderable List Property Drawer
- Experimental Buoyancy (DX11 only)
- Freeflight Camera with Physics