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KWS Kripto Water System

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

  1. sirleto

    sirleto

    Joined:
    Sep 9, 2019
    Posts:
    127
    here that is how it looks for me in 2022.3.3f1 with latest KWS in a 2561x1220 viewport (scene view, but looks same in game view)

    and on a version from ~2 years ago (not sure exactly, but i can find out) it looks just like 2.5 (smooth) but less blurred when using (2.0 and 1.5 and anything) BUT in that old version i was able to chose a downsample facotr (analogue value, divisor i guess) and now i can not find such an option anymore.
     

    Attached Files:

  2. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    473
    Hello,
    This issue will be fixed in the next update. This is caused by a resolution not a multiple of 2 and incorrect bilinear UV filtering.
    About "KWS_CoreUtils.cs" and "GetScreenSizeLimited", you don't need to change it. This affects the all water rendering (volumetric lighting, ssr, color pass, depth prepass, water mask, etc).
    For example, if you have 4k resolution, you will have 4 times less performance with the same water quality.
    If you want to change gaussian resolution (as a temporary fix), just open the script

    "Assets\KriptoFX\WaterSystem\WaterResources\Scripts\Core\CommandPass\UnderwaterPassCore.cs"
    and change this value
    Code (CSharp):
    1. readonly Vector2 _rtScale = new Vector2(0.35f, 0.35f); //0.35 = 35% of the current screen size. Try to use 0.5 for example.
     
    GXMark, sirleto and hopeful like this.
  3. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    512
    When is the next version update likely to be release?
     
  4. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    512
    Wasn't able to create a prefab from the latest version as it comes up with errors. Using latest LTS unity release.