Hello Everybody, My problem is how should i use the water shader on custom another mesh.UV is good but I dont why is it bad. look how is the bump.
It can be difficult to get the UVs evenly spread over the surface with an irregularly shaped object. Another approach to this is to use a simple object like a plane for the water and then use the depth mask shader (from the Unify wiki) to hide the unwanted parts.
Getting UVs uniformly distributed on a flat surface is trivial in all modelling programs I've seen. Just project them from above.
If I'm not horribly mistaken, the water shader needs the mesh's local up axis to be Y (check out the Pro Water mesh, I might be mixing it up). If the up axis is X or Z, I think you would get similar results to what your screenshot shows.
I had the same problem, ToreTank's solution fixed it for me. Too bad this isn't Unity Answers, then I could upvote your solution
I have the same problem. But could it not be possible to change the shader? Shader "FX/Water (simple)" I guess it must have to be in one of these lines: temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset; o.bumpuv[0] = temp.xy * float2(.4, .45); o.bumpuv[1] = temp.wz; Thx for any help! Geneziz
*bump My second solution is to rotate the model, but I see it as an ugly solution. Because the water Model isnt the only Object in my Blender File. Thx for any help!