Overview
Dragon Water is a my complete solution for creating stylized water.
It has been inspired by water techniques from my personal observations in multiple AAA games.
While creating it, I focused on bringing maximum functionality with best perfromance and modular approach.
Includes fast buoyancy physics and supports both, PC & Mobile.
Features:
Multiple simultaneous surfaces
Infinite Ocean with LOD support
Procedural Rectangle & Circle
Custom Mesh
Visuals
Water Depth
Color Noise
Subsurface Scattering
Edge Foam
Layered Hillness Foam
Screen-Space Refraction
Reflection Modes
Ripple Trails
Highly configurable
Custom shape casters
Adjustable projectors
Cutout Volumes with multiple modes and physiocs-aware
Water-in-Water
Static & Floating origin
Create inside Cutout Volumes with reversed mode
Underwater effect
Auto Camera Snapping - no code changes required!
Fog
God-Rays
Caustics
Blendable Volumes
Fast Buyonacy Physics:
Highy performant
Job system
Zero allocation
Adjustable precision
Local Wave Areas
Make calm waves near land...
... and high in storm
Modular approach
Reusable profiles
Compute only what you need
Share calculation results between systems for maximum performance
Mobile support
Does support OpenGLCore, Vulkan and OpenGLES3
Does NOT support OpenGLES2 and WebGL
Scripting API
Separate Assembly Definition
Multiplayer support (easy waves synchronization, check documentation for details)
Full runtime changes support
Full source code included
Examples included (demos NOT included)
概述
Dragon Water 是我为创建风格化水而提供的完整解决方案。
它的灵感来自于我个人在多个 AAA 游戏中观察到的水技术。
在创建它时,我专注于以最佳性能和模块化方法带来最大的功能。
包括快速浮力物理,并支持 PC 和移动设备。