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Transparent objects and volumetric clouds will not work properly unfortunately, the only exception to that case is the water system that we solved...
Hey, The unification of the planet parameters for the various HDRP effects (Sky, Fog, VClouds and Water) is a quite complex task (it is not just...
Hi, Thanks for your feedback. The new features on the volumetric clouds have indeed been slowed down due to prioritization. That said the third...
Due to the nature of the algorithm, SSGI is going to be very expensive, no matter what, especially on lower end graphics cards like the 1650....
It is not as trivial as that unfortunately. It is something we'll eventually support, but not in the immediate future.
The clouds water interaction has been improved, it will (when the PR lands) behave properly now. [MEDIA] Cheers,
Sorry typo, i mean the proper integration will the terrain system will come in the v2.0 (of the water) and with it shores and similar stuff
The underwater effect is being worked on so that it looks better. We'll make sure to have the underwater behavior available in a function you can...
The tech for HDRP water hasn't anything to do with boat attack or URP. Proper integration with the terrain system will comme and with it shores...
Volumetric lighting is on the list, it's just no the highest priority, but it is planned.
Generally in games, you would disable the water when you're inside your building. This only works on the water surface it self.
That is a good point, I guess removing that could be an option yes
Fixed in the following version
weeks, no. Months hopefully, but it won't get backported to 2022.2 because it will be a major pipeline change. :(
You can use jobs with the new water system [ATTACH]
Hey, I guess the precise case you are describing is when: - Clouds are in local mode - Camera is inside or above the clouds - Looking down at the...
In following version: you can provide your own mesh (or set of meshes) and you can reduce the tesselation to 0 if you don't want it
I'll add it when I have a moment, thanks for the feedback
Next iteration, includes an additional mechanic that allows for customizable deformations (shore waves, Bow wave, vortex, bump, hole etc)...
You can create a water surface that can be 500kms with the second iteration of the water system that should be enough. It adapts the tesselation...