【更新】KWS Water System (Standard Rendering)1.5.4
本帖最后由 微笑的猫 于 2024-7-10 17:14 编辑KWS Water System (Standard Rendering)系列索引
KWS Water System (Standard Rendering)1.0下载链接
KWS Water System (Standard Rendering) 1.2.0下载链接
KWS Water System (Standard Rendering)1.3.0下载链接
KWS Water System (Standard Rendering)1.4.03下载链接
KWS Water System (Standard Rendering)1.4.04下载链接
KWS Water System (Standard Rendering)1.4.05下载链接
Before updating, remove the old version
This version is only compatible with the standard built-in rendering and is not compatible with URP/HDRP/Mobiles/WebGL. It requires compute shaders support.
Water for URP version
Water for HDRP version
If you have already bought the standard version, you can make a paid upgrade to URP/HDRP with a ~70% discount at any time.
Compatibility for mobile platforms will be added to separate packages due to mobile limitations.
All demo scenes and resources from the video are included.
PC DEMO
Water rendering uses physical approximation for lighting and wave simulation and is based on physical parameters such as wind power, turbidity, transparency, dispersion, etc. Therefore, water rendering should look correct in any scene, such as during the day, at night, at sunset, or in a cave.
Features:
GPU waves simulation with multiple cascades (to avoid tiling)
Physical approximation of lighting (volumetric lights and shadows, absorption, scattering, caustics, sunshafts)
Physical approximation of reflections using fast screen-space projected reflections (several times faster than other SSR methods), camera planar reflections, cubemap(probe) reflection
Physical approximation of refraction in screen space with dispersion (using water IOR)
Physical approximation of caustics relative to water depth and waves (with dispersion).
Underwater effect with partial submersion
Underwater sunshafts/volumetric lighting with caustics
Shoreline waves rendering with foam particles
Flow rendering using flowmaps (integrated flowmap painter)
Fluids simulation for static objects (rivers) with foam rendering
River system using splines
Buoyancy
Dynamic ripples
Rain effect
VR supported (PC target platform)
Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
Lod system with tesselation or quadtree rendering
Writing to depth buffer (for correct posteffects like 'depth of fields')
Video/text description of each setting in the editor.
Fog compatibility (in one click) with third-party assets for Enviro, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist2, COZY weather.
更新前,请删除旧版本
该版本仅兼容标准内置渲染,不兼容 URP/HDRP/Mobiles/WebGL。需要支持计算着色器。
适用于 URP 版本的 Water
适用于 HDRP 版本的水
如果您已经购买了标准版,可以随时以 ~70% 的折扣付费升级到 URP/HDRP。
由于移动平台的限制,移动平台的兼容性将添加到单独的软件包中。
包含视频中的所有演示场景和资源。
电脑演示
水渲染使用物理近似方法进行照明和波浪模拟,并基于风力、浊度、透明度、色散等物理参数。因此,在任何场景下,如白天、夜晚、日落或洞穴中,水渲染都应看起来正确无误。
功能特点
使用多个级联进行 GPU 波浪模拟(避免平铺)
物理近似光照(体积光照和阴影、吸收、散射、焦散、阳光轴)
使用快速屏幕空间投射反射(比其他 SSR 方法快数倍)、相机平面反射、立方体(探针)反射对反射进行物理逼近
屏幕空间的物理近似折射与色散(使用水 IOR)
相对于水深和波浪的苛求物理近似(使用色散)。
部分浸没的水下效果
水下太阳轴/带有腐蚀性的体积照明
海岸线波浪渲染
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