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Assets FFT Ocean Water System

Discussion in 'Works In Progress' started by Aquaminator, Jul 13, 2018.

  1. Aquaminator

    Aquaminator

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    Hello everyone, sorry for the delay - I was very busy with some projects for the last few months.
    But here comes a little update:
    Though there are not many changes to be seen, but the main routines are now running with compute shaders and that's a drastic performance boost. The FFT resolution in the following video is now 512x512 points (and that's not the end). The calculation for this needs just a few milliseconds with a GTX-980TI (256x256 on the CPU I7-4790k were already not really feasible in real time anymore!).
    In addition, the ocean tiles now have a (simple) LOD system. There are still some things to do, but here first is the mentioned video. Of course, the "hard" transitions between the different wave spectra are also changed into soft crossfades soon ;)


     
  2. Bartolomeus755

    Bartolomeus755

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    That looks awesome.
     
  3. nbac

    nbac

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    promissing
     
  4. norby

    norby

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    wow very nice :)
     
  5. Aquaminator

    Aquaminator

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    Hello - first of all, I'd like to thank all of you for the positive comments (also on YouTube).
    Furthermore, I always again get requests from people who would like to know how such an ocean simulation works in detail. Then I got an idea - what would you think of an online course (eg on Udemy), where exactly is explained how to develop the whole thing from the beginning to the end (indeed everything - C# scripts, compute shaders, vertex and fragment shaders - and of course: the math behind it - understandable explained for everybody)?
    Please let me know how you think about it. ;)
     
  6. CDF

    CDF

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    Umm, yes please
     
  7. norby

    norby

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    yes would be great
     
  8. Flurgle

    Flurgle

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    @Aquaminator, would be cool if you did the course in HDRP.
     
  9. wightwhale

    wightwhale

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    The water shaders compatible with HDRP are pretty few and far between. Would be great it this was compatible.
     
  10. ROBYER1

    ROBYER1

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    Is there single-pass stereo support for this?
     
  11. nasos_333

    nasos_333

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    The shader itself is not very hard to port from my experience, mostly come across depth related issues but are solvable. The major issue is there is no way to render reflection and refraction in HDRP yet, i only managed to get them in LWRP so far and got also a depth rendering using the effects stack v2.0 (which is now not working on LWRP) for shore lines.
     
    ROBYER1 likes this.