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KWS Kripto Water System

Discussion in 'Assets and Asset Store' started by kripto289, Mar 6, 2021.

  1. vertexx

    vertexx

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    Or maybe get it all together first? Then these type of posts would not be required.
    It would need new concept for the Unity Store and unfortunately for most "Developers"
    If a "developer" releases a product he/she knows isn't close to finished then those who support it should be considered for free updates. Fanboys or not.
     
  2. vertexx

    vertexx

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    Loving it!
     
    CplMulder, khos and Yanus3D like this.
  3. lcaExtende

    lcaExtende

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    Wouaw, nice !
     
  4. blake_seow

    blake_seow

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    Super cool water system!!! May I ask when do you plan to release VR supported version? Thanks!
     
  5. laurent-clave

    laurent-clave

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    Jul 18, 2011
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    280
    Hi,

    what is the best way to simulate blood in water? Thanks if you have any idea :)

    upload_2021-11-14_21-6-18.png
     
  6. Kubold

    Kubold

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    Hi,

    In URP, the "Underwater Effect" (when the camera goes beneath the surface) is rendered over all particles (therefore particles are invisible underwater). Is it possible to have the "Underwater Effect" and particles at the same time?

    Example: FPP player dives underwater and sees bubbles, underwater explosions, swarms of fish, and other particle effects.
     
    sadicus likes this.
  7. marioshrist

    marioshrist

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    Nov 18, 2014
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    Hello,
    We are facing the following strange issue. We have a camera rig with 5 cameras and in each camera the viewport is set to 0.2 width. The reflection seems to be calculated only from the first camera. How can this be fixed?
    upload_2021-12-6_16-57-29.png
    The end result looks like this. Can you help?
     
  8. look001

    look001

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    Any plans to support mobile plattforms, e.g. android? I am very excited!
     
  9. sadicus

    sadicus

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    Hi, requesting a 2020.3.25 HDRP demo scene with a simple FPS setup + Post effects. I'm not making a game and would like to have a demo scene that includes as many Photoreal settings as possible just to explore.
    ~ Thanks
     
  10. sadicus

    sadicus

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    Cave Scene
    How to activate the Static Meshes Transforms? They are all locked and currently cannot be moved to different locations.
     
  11. jjejj87

    jjejj87

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    SIMPLY THE BEST WATER.

    Thank you for the great asset! I spent 5 minutes to integrate. Lovely performance and quality.

    BTW, in 2022.1b2, HDRP13, it works just fine, but the volumetrics dont work, throwing shader errors. I know that it is beta, but kindly look into it as it seems like a simple fix. When I turn volumetrics off, it works all good.

    Man, your assets are top notch, even your blood pack...
     
  12. Hermetes

    Hermetes

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    Jan 6, 2016
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    Hi !

    I have no idea how i detect the Water Mesh for my NavhMesh Agents. How you solved that?
     
  13. Tinder-Red

    Tinder-Red

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    Dec 2, 2017
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    Hello everyone.
    i don't understand why the caustic look like this? KWS Caustic.jpg
     
  14. dayronhacker

    dayronhacker

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    Where is the manual?
     
  15. Taylor250

    Taylor250

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    Mar 21, 2019
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    3
    Hey everyone,

    I can´t get the KW_WaterHoleMask to work to get rid of water inside a boat. Shouldn´t it just work by dragging it on to an Object. The readme file mentions a "water depth mask" feature I can´t find in the water settings. I´m using the HDRP version in 2020.3.8f1.

    Thanks
    upload_2022-1-26_13-32-38.png
     
  16. DGENR8S

    DGENR8S

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    hi does the flow map affect buoyancy, can't seem to get to work like for a raft or debris floating down river thanks love this water system a total fave
     
  17. montyjack

    montyjack

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    Jan 10, 2014
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    Hi, this looks like what I needed in terms of capability.. wanted to check, does it work with Enviro in HDRP, or if not, does it work with any other third party weather systems?
     
  18. DGENR8S

    DGENR8S

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    the URP version always comes out pink regardless of updating via the provided URP folder update or pipeline converter, the instructions are next to nothing, any assistance is much appreciated!
     
  19. kripto289

    kripto289

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    sorry, I don't follow the topic and rarely answer here. It is better to use discord or email for questions.

    Do you use URP version of the water ?
    https://assetstore.unity.com/packages/tools/particles-effects/kws-water-system-urp-rendering-203144

    I have partial support of enviro/azure (I not yet tested it, just added code from readme)
    You need to open water shader ("\Assets\KriptoFX\WaterSystem\WaterResources\Shaders\Resources\PlatformSpecific\KWS_WaterTesselated.shader") and uncomment this lines

    //#define ENVIRO_FOG
    //#define AZURE_FOG

    this feature in my roadmap
     
    sirleto likes this.
  20. aL0nerWolf

    aL0nerWolf

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    So I'm using a newer unity version, because GTS addon (from procedural worlds) only works with 2021.3 or newer. In this case specifically 2022.1.2
    When I use the HDRP water system editor loads fine, I can enter play mode, but when I exit I get an error that includes
    com.unity.render-pipelines.high-definition@13.1.8\Runtime\Lighting\VolumetricLighting\HDRenderPipeline.VolumetricLighting.cs at line 634. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
     
  21. khos

    khos

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    As soon as I start my game I get errors:

    upload_2022-12-28_13-33-16.png

    Seems related to cubemap update, why is that? How can I turn it off, so no update happens, or just turn off reflection etc?
    upload_2022-12-28_13-33-4.png
     
  22. khos

    khos

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    Cool, could I ask, where you got the splash effect from, or you made it? I am looking for similar.
     
  23. vertexx

    vertexx

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    Mar 18, 2014
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    https://assetstore.unity.com/packages/vfx/particles/environment/water-splashes-82172
    Hi khos,
    I used this..
    https://assetstore.unity.com/packages/vfx/particles/environment/water-splashes-82172
    ..but I see it seems to have been discontinued?
    The contact email to them is..
    bendurrant@rivermillstudios.com
    But there are many similar "splashes"
    https://assetstore.unity.com/packag...ter-strikes-and-explosions-with-sounds-150177
    This one has a few that can be used but it's maybe a bit over-kill.
    Good luck!
     
    khos likes this.
  24. khos

    khos

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    Many thanks!

    Odd, no one has responded to my issue, maybe still on Xmas holidays...
     
  25. vertexx

    vertexx

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    Which version are you using? I see where you mention your game...Do any of the Demo scenes work alone?
     
    khos likes this.
  26. khos

    khos

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    Thanks! All the demos work, I can even take the water into another new scene and it works, but in real game scene it gives the errors, maybe some other script interfering...
     
  27. khos

    khos

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    Attached Files:

  28. vertexx

    vertexx

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    Well at least you know it's probably not the water system.
    That deformable a very old asset to be using?
    What version of Unity are you using? Have you tried older versions?
    Hopefully those more knowledgeable will come to your aid!
    Just for interest..what are you planning?
     
    khos likes this.
  29. khos

    khos

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    I'm on version 2019. I could not easily upgrade now (although I'd like to), my project is rather large/complex.. I got some help from the other asset author, might be layer related. Thanks for your help too!
    For info, I am working on "Spin Tires" type game, but with unusual vehicles. Water and surface deformation feature in the game :) If you are interested I have a post here (https://forum.unity.com/threads/tank-crawler-wip-feedback-most-welcome.1129043/) but have not updated that thread for ages, but made lots of progress on the game.
     
    CplMulder likes this.
  30. vertexx

    vertexx

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    I'll check that out!! Sounds interesting!!

    By the way I notice that "kripto 289" mentions that he doesn't usually look at this forum..

    "sorry, I don't follow the topic and rarely answer here. It is better to use discord or email for questions."

    Have you tried these other ways of contacting him?
    All the best.
     
  31. khos

    khos

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    Went to discord, got a reply there, suggested I get the patches but no idea where to get those, I do not like discord, what is the Unity forum for ? :) Anyway will see how it goes.
     
    sirleto and vertexx like this.
  32. Yanus3D

    Yanus3D

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    khos Discord is the best communication way right now. Is a great tool for developers also.
     
    khos likes this.
  33. khos

    khos

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    Got it :) my view is the forum is here why not use, discord is confusing to me... but what do I know.
     
    sirleto and vertexx like this.
  34. vertexx

    vertexx

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    Just to continue a bit...is your problem mostly to do with the displacement of this water?
    Are you attempting to deform the KWS water with a vehicle and leave some wake and white water behind?
    Or are you wanting to place the water on some mesh or other and then modulate the mesh somehow?
    Or do you want to be able to create some "holes" or suchlike in the water ?
    Just curious!!! :)
     
    khos likes this.
  35. khos

    khos

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    This: "Are you attempting to deform the KWS water with a vehicle and leave some wake and white water behind?" this :) It works in my smaller testing scene! ut when trying in a real game scene with other assets it gives errors. I have other water solutions in place already, wanted to try use KWS as it has options like deforming/foam/shores etc. On discord there was a new patch, spent a while upgrading my massive project to version 2020.3 (had issues with other scripts/Unity dropping support for things, ugggghh!) with the new patch, but still see errors, I'm close to giving up on this, probably just best to focus on what is important to the game..
     
  36. jpileborg

    jpileborg

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    Jan 5, 2013
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    I have a problem with the Enviro integration, in the
    KWS_PlatformSpecificHelpers.cginc
    file where there's

    Code (CSharp):
    1. #if defined(ENVIRO_FOG)
    2.     #include ""
    3. #endif
    I assume there should really be something included?
     
  37. afavar

    afavar

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    Jul 17, 2013
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    Hello, I am thinking about buying the asset but I would like to ask if there is a way to sync the waves over the network with Netcode.
     
  38. vertexx

    vertexx

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    Just to update from asset store...
    On Version 1.40b2. KWS for me is still the very best and now with this recent update has gone even further There's a new Shoreline API for doing things with waves at runtime. Foam rendering which is in beta but looks really good right now, and the whole asset seems faster. Lots of goodies and enhancements.
    BUT beginners and non-devs beware...VR support appears to be in very early alpha and might be very difficult to get going if at all! Hopefully this will be fixed in later updates. But a wonderful update otherwise.
     
    sirleto likes this.
  39. pcg

    pcg

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    Hi, I've only just found this asset and it looks amazing.

    I was wondering, with Unity releasing its own HDRP water, how do they compare from both a performance and features point of view?
     
  40. sirleto

    sirleto

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    this is going to be a bit of a rant :)

    TLDR:
    1. i dont know the comparison to HDRP water
    2. KWS is super great (for ocean + lakes + rivers)
    3. HDRP is reasonably not the right scope for many unity developers

    there arent so many people using HDRP (yet), the bulk of users that are not just playing around and making tech demos but actual productions to be released and sold are in built in render pipeline (birp). there you have only two water solutions that are visually great and feature rich: crest (ocean renderer) + KWS.

    crest is even free via github for BIRP, and people claim you can configure and fine tune it to reach the visual fidelity of KWS, but i have not been able to do that in a few hours.

    while KWS has a reasonable price, great features and looks from first few minutes phantastic.
    KWS also is very tuneable in regard to performance, if you take a day or two to fully measure all features you can easily apply it to GTX 1060 and you can still receive much better visual fidelity to apply it to a RTX 4090.

    i am sure the new HDRP water is nice and all, but i havent even touched it as my target audience is between RTX 2070 and 3080 and as soon as you do a mildly complex (or open world) game, you will have petter performance on BIRP than HDRP.

    officials from unity have said in some thread in this forum summer 2023 (end of june i think) that they measure the installations of unity versions + used pipelines. and they have a statistic for BUILDs, that means, not just every test project opened and saved on disk, but actual things that the developers (be it teenagers or tripple AAA devs) have build (configuring + clicking build button), and there the ratio of BIRP to URP/HDRP is surprising (you can say nobody uses HDRP).
     
  41. subliminal_1

    subliminal_1

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    Is there a way to scale the wave size? My game has a very large scale and so the wavelength/frequency of the default waves is too high.
     
  42. GXMark

    GXMark

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    I'm doing a build and noticing the underwater blur turned on causes a weird mosaic animation pattern. It does not happen in editor playmode. Has anyone else seen this problem? Is there a fix to this. My unity version is 2023.1 running Windows Standalone build.
     
  43. GXMark

    GXMark

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    upload_2023-11-9_22-28-41.png
     
    sirleto likes this.
  44. sirleto

    sirleto

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    I also get such strange artefacts in blur, but only on certain strength.

    1.0 is fine
    2.5 (or 2.0 can't remember) is fine
    All above is fine
    I think 1.5 is okayish
    2.0 is bad.

    I'm talking about 2280*1220 pixels in editor "game" view, so perhaps it is related to the screen size?

    IIRC I never tried it in a build and never tried it in explicit 1920*1080 or something "usual"

    Also I have a finished game from 2022 with v early version of KWS and I believe these artefacts only happen when I use it now in my current experiments/production
     
  45. sirleto

    sirleto

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    yes, i tried it again in my old syste.
    there where two "quality" control sliders: Resolution scale + Blur Radius.
    in new version there is only: Blur Radius.

    in new version, for me worst quality is at 2.0 with strange mosaicy gridlike artefacts.

    i tried it in old version, all that is downscaled below 60% shows artefacts to me, with worst at 25% but they look more "bilinear ugly" texture interpolation than the new "glitchy artfiacts"

    so @kripto289 can we change the algorithm or resolution of this "new" blur somewhere in code atleast?
     
  46. GXMark

    GXMark

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    Further investigation its definetly to do with screen resolution. In the build if i reduce the resizable window to about 60% of full HD its fine.

    OK i fixed it for my situation using desktop windows

    Simply comment out the following lines in KWS_CoreUtils.cs

    Code (CSharp):
    1.         public static Vector2Int GetScreenSizeLimited(bool isStereoEnabled)
    2.         {
    3.             int width;
    4.             int height;
    5.  
    6.             // if (isStereoEnabled)
    7.             // {
    8.             //     width  = XRSettings.eyeTextureWidth;
    9.             //     height = XRSettings.eyeTextureHeight;
    10.             // }
    11.             // else
    12.             // {
    13.             //     width  = Screen.width;
    14.             //     height = Screen.height;
    15.             // }
    16.             //
    17.             // if (height > MaxHeightVR)
    18.             // {
    19.             //     width  = (int) (MaxHeight * width / (float) height);
    20.             //     height = MaxHeight;
    21.             // }
    22.  
    23.             width  = Screen.width;
    24.             height = Screen.height;
    25.          
    26.             return new Vector2Int(width, height);
    27.         }
     
    Last edited: Nov 17, 2023
    hopeful likes this.
  47. GXMark

    GXMark

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    Here is the result
    upload_2023-11-17_12-49-0.png
     
  48. sirleto

    sirleto

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    Sep 9, 2019
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    i feel that your current screenshot has still the strange artefacts we are talking about, maybe less so, but still. for me, i wouldnt use that in production as it looks ugly and unsmooth, contrary to what water and or blur stand for IMO.
     
  49. GXMark

    GXMark

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    Ok i'm finding it to be pretty decent. Anyhow !
     
  50. sirleto

    sirleto

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    i cropped a part of your screenshot which still looks a bit like point filtered "upscaling"
    i think thats not what @kripto289 intended to do here, as the rest of the product has a nearly perfect visual quality, and this looks sub par. so i wait for his response to tell us ideas what could cause this or how we can circumvent this. i doubt its how it looks on his development machine :)

    upload_2023-11-17_22-1-4.png