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This is a small update of the Perfect Water Shaders which includes a one new feature I was asked by my patron Xulain: Water surface smoothing on intersection with other objects. It really gives a better overall visual look.

Also, the asset was updated to Unity 2018.4.20, which means that now it uses a new nested prefab system and can be incompatible with older unity versions. Shader files themselves are still compatible with older Unity versions, so don't worry.

>>> FREE VERSION 1.4.3 UPDATE IS HERE <<< 

>>> FULL VERSION 1.4.3 UPDATE IS HERE <<<  

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Scott Finnell

Duendo use River Auto Materials in the Asset store for Unity. You can make all of them.

이끼사슴

I'm trying to create a game map in VRC using the free version of your shader. The created game map will be broadcast on game streaming broadcasts and uploaded to YouTube, and there will be no other revenue-generating elements. Is it okay if I use it?

Xulain

Thanks for the update Red . The shader looks great.

Duende

Hello, You have done a great job. :) I have some questions: I have downloaded the free version 1.2.1 to see the reflections in the water of the island and the boat but another example scene appears, without real reflections and some duplicated objects under the water to simulate the reflection. Does your shader have a real reflection (only for the full version) or in the example of the island and the boat are also the inverted 3D model? Another question, do you plan to implement waves to create oceans? And last question, and flow maps to create rivers? The truth is that I have been working with Unity for years and still nobody made an asset that allows us to create oceans, lakes and rivers, only one of them is allowed. I have no knowledge of shaders, so maybe it's not possible. Thank you.

RED_SIM

Hello! My water shader does not support any reflections "from the box", but with deferred rendering you can make screen space reflections, which should work, I guess. But fake reflections with duplicated mirrored objects are the best way or trick to make it work now. (if you can afford it) . I have plans to implement 3D waves with tesselation and vertex offset in future, yes. Flow maps... Maybe. Will try to implement them.

Duende

Thank you very much for responding. :) My game is procedurally generated, so mirroring the object is not an option. :( I didn't know that it was so complicated to make the shader reflect objects in the water, it's something I have seen in other very simple shaders. As I said, I have no idea about shader. ^^U > but with deferred rendering you can make screen space reflections. Can you explain that in more detail? Would this work with your shader?

RED_SIM

Maybe in future I'll make my own reflection implementation via scripting, but for now it has only support of reflection probes. I checked, but unfortunately deferred rendering and screen space reflections are not supported now... Anyway, I will work on a solution.

Duende

I was also investigating on my own but found no solution. I'm glad to know that you will try to find a way to achieve it. For now with the free version I have enough, but I'm pretty sure that in the near future I will buy you the full version. Your shader adapts quite well to the game I'm doing. Very good work, keep it up! :D