Comments (3)
Hi Midda! These refer to the wave dynamics. For example, waves will reflect off obstacles. The effect is quite subtle but I could show it in a screenshot of the wave dynamics buffer if it helps.
Let me know if this is what you are after - I suspect you are referring to reflection and refraction of light, i.e. a transparent ocean surface? I haven't got around to making it support transparency but I will bump that to the top of my list.
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Ah, that makes more sense now. Yes, I was thinking of refraction of light.
We (I work with Dizzy who posted about tessellation) are investigating ocean solutions, and Crest has fantastic motion, which is an important factor for our project. We do though need an ocean sim which has transparency and would work with a day/night cycle, but if this is something you were planning to add anyway, that would be great.
Fantastic work, Crest looks amazing!
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I finally gave the shading some much needed love. It now supports transparency and a simple refraction (I believe I'm doing it the "right" unity way, it didnt require any drastic changes). I also improved the subsurface scattering. I put a big old ugly cube in the world to demo it for now, but I'll consider replacing it with something else.
I'm optimistic about supporting a day/night cycle (by manually setting up different ocean materials for each time of day), but if there are other requirements I'd be happy to hear them.
I've added 2 other improvement ideas to the readme once it has some island geometry. One is to dampen waves in shallow water in a physically accurate way (dampen big wavelengths first, then small wavelengths), which i think will give more interesting wave motion in shallow water than just scaling down the overall waves. Second is supporting a world aligned colour map to give nice shallow water colours. These will be fairly easy to implement and should make a big impact.
For now I will close this issue, thanks again for the message and let me know if you do decide to use Crest!
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Related Issues (20)
- Boat Physics - Adding colliders and player to boat causing big issues HOT 1
- Problems when rendering HOT 1
- Shader broken on 2022.2.4 on Metal HOT 5
- URP reflection error when using two cameras after build. HOT 3
- Updating ShapeFFT parameters runtime, generates a lot of garbage HOT 5
- HDRP underwater volumetric lights not working properly HOT 2
- Local / movable spectrums or crest shapes HOT 3
- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
- Wake / foam artifacts when moving the camera quickly HOT 11
- Delayed LOD / tile enabling when using large clipping areas HOT 5
- Depth Cache not populated - Exported Image is Black HOT 8
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
- No caustics, no shadow data and/or constant shadowing on iOS
- Error of Does not exist some Classes. HOT 1
- Sporadic gaps / precision errors in tiles. HOT 35
- SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area HOT 11
- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
- FindObjectsSortMode HOT 3
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