本帖最后由 微笑的猫 于 2024-5-14 16:49 编辑
KWS Water System (HDRP Rendering)系列索引:
KWS Water System (HDRP Rendering) 1.0.0a 下载链接
KWS Water System (HDRP Rendering) 1.2.0 下载链接
The water rendering employs a physical approximation for lighting and wave simulation, based on real-world parameters such as wind speed, turbidity, transparency, etc.
Therefore, water rendering should appear correct in any scene, whether it be 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, sub-surface scattering, caustics, sunshafts, PBR shading and sun reflection)
Physical approximation of reflections using reflection stack: fast screen-space projected reflections (several times faster than any other SSR methods) + camera planar reflections + skybox reflection
Physical approximation of refraction in screen space with dispersion (using water IOR)
Physical approximation of caustics relative to water waves (with dispersion).
Underwater with partial submersion
Underwater sunshafts/volumetric lighting with caustics
Underwater half-line tension effect
Underwater physical aproximation rendering (Snell's window effect and internal ssr reflection)
Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles)
Decal system using shadergraph (include duckweed/blood effects)
Trails using shadergraph and particle system (include foam trail effect)
Instersection and open ocean foam
Shoreline foam waves rendering with pre-baked particles simulation
Flow rendering using flowmaps (integrated flowmap painter)
Fluids simulation for static objects (rivers) with foam rendering
River system using splines
Buoyancy (and API)
Dynamic ripples (using primitives or mesh renderer)
Rain effect
Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
Optimized multple water instances rendering
Lod system with dynamic mesh quality and culling using QuadTree
Tesselation
Writing to depth buffer (for correct posteffects like 'depth of fields' or third-party fogs/plugins)
Video/text description of each setting in the editor.
Fog compatibility out of the box (in one click) with third-party assets for Expanse, Time of Day, Enviro 1 and 3, Atmospheric height and fog.
VR supported (PC target platform)
水景渲染采用了物理近似的照明和波浪模拟,基于真实世界的参数,如风速、浑浊度、透明度等。
因此,无论是在白天、夜晚、日落时分,还是在洞穴中,水渲染在任何场景中都应显示正确。
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、次表面散射、焦散、太阳轴、PBR 阴影和太阳反射)
使用反射堆栈对反射进行物理近似:快速屏幕空间投射反射(比其他任何 SSR 方法快数倍)+ 相机平面反射+天空盒反射
屏幕空间中带有色散的折射物理近似(使用水 IOR)
相对于水波的焦散物理近似(带色散)。
部分浸没的水下
水下太阳轴/带有腐蚀性的体积照明
水下半线张力效果
水下物理近似渲染(斯奈尔窗效果和内部 ssr 反射)
水下气泡和发光粒子(只需几千个粒子就能使这些粒子在空间中无限平铺的功能)
使用阴影图的贴花系统(包括浮萍/血液效果)
使用阴影图和粒子系统的轨迹(包括泡沫轨迹效果)
相交和开阔海洋泡沫
海岸线泡沫波浪渲染与预焙粒子模拟
流动效果
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