【更新】Dynamic Effects for Stylized Water 2 (Extension) 1.1.0水面
Unlock the full potential to liven up water surfaces with localized effects, that respond to your creativity, to both enhance environments and support gameplay feedback.
Dynamic Effects are regular scene objects like meshes, particles, lines and trails but use a specialized shader that makes them project onto the water surface.
You can place them anywhere and in anyway, and they can add (vertical) displacement and/or surface foam, which allows for a variety of effects to be created.
This extension for Stylized Water 2 adds a rendering framework, but also aims to offer and further develop pre-built effects using it.
Fully compatible with the Underwater Rendering extension (v1.1.0+).
Features:
• Utilize particle effects and trails to push the water up and/or add surface foam.
• Recalculated normals, meaning effects properly influence the water's shading.
Includes premade:
• Beach shoreline wave effect
• Boat wake effect (Trail & Particle based)
• Ripple trail effect (eg. swimming character)
• Impact ripple effect (eg. object dropped in water)
• Rain drops
• Wind gust
• Waterfall impact ripples
• Directional ripples
Disclaimer:
• Prefab particle systems are configured to offer the widest sensible application (eg. sizes, timing and speed). You are encouraged to adjust/duplicate the prefabs to tailer them to your specific needs.
• Triggering and spawning effects through gameplay/events is expected to be handled by your own systems, such as a character/AI/boat controller (since they all differ). This asset uses standard Unity components, no special sauce, so general Unity concepts come into play.
Performance:
The render pass involved does not rely on an additional camera and integrates natively into URP's excisting culling/batching process. Providing best in class performance, no matter the world's complexity or scale.
The rendering range and resolution are the two influential, but scalable, factors. Configurable per render feature.
Typically occupies about 96mb in GPU memory. Down to <1mb for the lowest quality settings.
Compatibility:
• No exceptions from Stylized Water 2's compatibility details.
• Supports all platforms.
• Scalabe to use on mobile hardware (requires Surface Foam material feature to be enabled).
• VR rendering
Restrictions:
• Displacement created by effects does not affect C# buoyancy information.
• Surface displacement requires the Tessellation feature to be enabled on the receiving water material, or by using a high-poly mesh for water.
• Rendering resolution scales down by the increase in rendering range. Super high detail close to the camera, whilst rendering over long distances (+1000m) is not realistic to expect.
• Rendering internally is done from a top-down perspective, as such planets or spherical worlds aren't compatible, neither is 2D.
充分释放潜能,用局部特效为水面增添活力,这些特效会响应您的创意,既能增强环境效果,又能支持游戏反馈。
动态效果是网格、粒子、线条和轨迹等常规场景对象,但使用专门的着色器使其投射到水面上。
您可以将它们放置在任何地方,也可以添加(垂直)位移和/或表面泡沫,从而创建各种效果。
该扩展为《Stylized Water 2》添加了一个渲染框架,同时也旨在提供并进一步开发使用该框架预制的特效。
与水下渲染扩展(v1.1.0+)完全兼容。
功能特点
- 利用粒子效果和轨迹将水推高和/或添加表面泡沫。
- 重新计算法线,这意味着特效会正确影响水的阴影。
包括预制
- 海滩海岸线波浪效果
- 船尾效果(基于轨迹和粒子)
- 波纹轨迹效果(如游泳角色)
- 撞击波纹效果(如掉入水中的物体)
- 雨滴效果
- 阵风效果
- 瀑布冲击波纹
- 定向波纹
免责声明:
- 预制颗粒系统的配置旨在提供最广泛的合理应用(如尺寸、时间和速度)。我们鼓励您调整/复制预制件,使其符合您的特定需求。
- 通过游戏/事件触发和生成特效的工作预计将由您自己的系统处理,例如角色/人工智能/船只控制器(因为它们各不相同)。该资产使用标准的 Unity 组件,没有特殊的调味汁,因此一般的 Unity 概念都会发挥作用。
性能:
所涉及的渲染传递并不依赖于额外的摄像头,而是原生集成到 URP 现有的剔除/批处理流程中。无论世界的复杂程度或规模如何,都能提供同类最佳的性能。
渲染范围和分辨率是两个有影响但可扩展的因素。可根据每个渲染功能进行配置。
通常占用 GPU 内存约 96MB。在最低质量设置下,占用内存小于 1MB。
兼容性:
- Stylized Water 2 的兼容性细节中没有例外。
- 支持所有平台。
- 可在移动硬件上使用(需要启用 Surface Foam 材质功能)。
- VR 渲染
限制:
- 特效产生的位移不会影响 C# 浮力信息。
- 表面位移要求在接收水材质上启用 "细分 "功能,或使用高聚物网格来处理水。
- 渲染分辨率会随着渲染范围的增加而降低。在摄像机附近渲染超高细节,而在远距离(+1000 米)渲染则不现实。
- 内部渲染是从自上而下的角度进行的,因此不兼容行星或球形世界,也不兼容 2D。
感谢分享
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