本帖最后由 微笑的猫 于 2023-12-20 13:24 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)1.4.04 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.
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.
You can get all new beta changes/fixes/features and get support on the Discord channel
public roadmap: roadmap
在更新之前,请删除旧版本
这个版本只兼容标准的内置渲染,不兼容URP/HDRP/Mobiles/WebGL。它需要计算着色器的支持。
URP版的水
HDRP版本的水
如果你已经购买了标准版,你可以在任何时候以70%的折扣付费升级到URP/HDRP。
由于移动平台的限制,对移动平台的兼容性将被添加到单独的包中。
视频中的所有演示场景和资源都包括在内。
水面渲染使用物理近似法进行照明和波浪模拟,并以物理参数为基础,如风力、浊度、透明度、分散度等。因此,水的渲染在任何场景下都应该是正确的,比如在白天、晚上、日落时分或在山洞里。
特点:
具有多个级联的GPU波浪模拟(避免平铺)。
光照的物理近似(体积光和阴影、吸收、散射、黄褐色、日影)。
使用快速屏幕空间投影反射(比其他SSR方法快几倍)、相机平面反射、cubemap(探测)反射的物理近似。
在屏幕空间的物理近似折射与色散(使用水的IOR)。
相对于水深和波浪的苛责的物理近似(使用色散)。
具有部分浸没的水下效果
水下太阳轴/带有苛责的体积照明
使用泡沫颗粒的海岸线波浪渲染
使用流图的流动渲染(集成流图绘制器)
使用泡沫渲染的静态物体(河流)的流体模拟
使用样条的河流系统
浮力
动态波纹
雨水效果
支持VR(PC目标平台)
各种网格:无限网格(海洋)、有限盒(水池)、花键河流、自定义网格
带有镶嵌或四叉树渲染的Lod系统
写入深度缓冲区(用于正确的后期效果,如 "景深")。
在编辑器中对每个设置进行视频/文字描述。
与Enviro、Azure、Weather Maker、Atmospheric height fog、Volumetric fog and mist2、COZY weather等第三方资产的雾兼容(一键式)。
你可以获得所有新的测试版变化/修复/功能,并在Discord频道获得支持
公开路线图: 路线图
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