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PlayWay Water - high quality water system

Discussion in 'Assets and Asset Store' started by zuzzu, Oct 9, 2015.

  1. cfantauzzo

    cfantauzzo

    Joined:
    Apr 8, 2012
    Posts:
    75
    I'm looking to purchase soon. Does PlayWay support the Vive?
     
  2. DanielSchmidt

    DanielSchmidt

    Joined:
    Dec 2, 2015
    Posts:
    5
    First of all, fantastic support and responding. With the number of people writing here it seems one could easily get stressed out.

    I have a couple of questions, before purchasing.
    1. How does performance fare on year old laptops which weren't considered above average when they were purchased? I.e. Does it run well on S*** PC, Mac and Linux?
    2. Is there a way of limiting the number of waves simulated physically and so in an area? I.e. if it's known where the buoyant objects it can be optimized for performance.
    3. Shorelines are not added yet, and I can see you have it on your list of thing to do, but not started on yet. Do you know when you will start on working on this feature, and possibly when it roughly would be done?

    Cheers,
    Daniel.
     
  3. Alex3333

    Alex3333

    Joined:
    Dec 29, 2014
    Posts:
    342
    Good afternoon. You have good water . It will be in the near future a large discount on your Asset ? The price , which is very big for me. That is if there was a discount on your Asset , then I would have bought . If there is a discount of approximately ?
     
  4. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,307
    I'm using it in a Vive game, so yeah, it does work. There had been some problems in the beginning, and I've had a lot of trouble with current Unity updates (5.4 has been a mess for me - but while this also affects PlayWay Water stability, it's by no means just an issue with PlayWay Water).
     
  5. ProxyDetails

    ProxyDetails

    Joined:
    Mar 3, 2015
    Posts:
    8
    Hey,
    any chances for good fps with this water on mobile (high end samsung devices) in vr?
    No need quality here and only one dynamic object in scene (camera floating on surface).
     
  6. KarelA

    KarelA

    Joined:
    Dec 30, 2008
    Posts:
    422
    Hi.

    Finally i managed to buy this fantastic asset. I am using it for my VR project and it works very well. One thing i noticed is that i have some weird mask artifacts whe "allow alpha blending" is turned on. When i turn this off then then it goes away. I attached a screenshot showing the issue.

    This is more noticeable when you have a bright sky. When i tried with the darker night sky it was a lot less noticeable. It was still there but it was hard to detect. Is there any solution for this? I would really like to keep my alpha blending enabled. I am using forward rendering with 4xMSAA. No image effects.

    Many thanks.
     

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  7. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    I haven't tried to use Unity projectors, but I think that they work only with opaque objects. You may need to disable refraction and blend edges on Water component.

    It's pretty easily scalable, should run on most PCs. Works on Mac, not tested on Linux.

    Yes, desired wave count for physics can be set in the WindWaves component.

    Shorelines are currently in 2.0 beta. They are still under active development.

    I have reproduced this on my end. Seems to be caused by MSAA. I have put it near the top of my to do list.
     
  8. Spirit_wolf

    Spirit_wolf

    Joined:
    Feb 18, 2014
    Posts:
    4
    this package Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD' has no vertex shader work with HTC Vive in output_log. this shader not work well with VR HTC Vive. Help me???
    ===================================================
    Platform assembly: E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    - Completed reload, in 0.036 seconds
    Platform assembly: E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: E:\WORK\TestPackage\WeatherDemo222\WeatherDemo222_Data\Managed\System.dll (this message is harmless)
    desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
    <RI> Initializing input.

    <RI> Input initialized.

    <RI> Initialized touch support.

    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    UnloadTime: 0.693568 ms
    Connected to lighthouse:LHR-F894C513

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

    Setting up 4 worker threads for Enlighten.
    Thread -> id: 30ac -> priority: 1
    Thread -> id: 3538 -> priority: 1
    Thread -> id: 1c30 -> priority: 1
    Thread -> id: 2f1c -> priority: 1
    =========================================================================
     
  9. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    These warnings are generally harmless. What happens?

    Sorry for the late reply. Gamescom is very soon and I have a lot of work because of it lately.
     
  10. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    Important notice to everyone using any version of water with Unity 5.4.

    Please temporarily disable GPU skinning, because some to-be-identified bug in Unity 5.4 or PlayWay Water causes regular crashes on AMD hardware when that option is enabled.

    Also Unity 5.3+ GUI code seems to crash from time to time when Mono SIMD dll is literally anywhere in your project, so until it gets a deeper investigation, I recommend disabling SIMD usage for now in Edit/Project Settings/Water and delete said dll from your projects. This may increase overall CPU usage, but shouldn't directly affect performance because water physics are mostly multithreaded.

    Both issues were confirmed on at least two independent projects and are being worked on.
     
  11. Spirit_wolf

    Spirit_wolf

    Joined:
    Feb 18, 2014
    Posts:
    4
    Samples scene----Weather Demo with htcvive, in Unity3d5.3.5P2 edit demo like this:

    but buile exe demo ERROR like this:


    water package NOT support HTCVive???
    this is the log :
    ===================================================================================
    Mono path[0] = 'E:/WORK/TestPackage/PlayWayWaterSystem/_OUT/HTCViveWeatherDemo_Data/Managed'
    Mono path[1] = 'E:/WORK/TestPackage/PlayWayWaterSystem/_OUT/HTCViveWeatherDemo_Data/Mono'
    Mono config path = 'E:/WORK/TestPackage/PlayWayWaterSystem/_OUT/HTCViveWeatherDemo_Data/Mono/etc'
    PlayerConnection initialized from E:/WORK/TestPackage/PlayWayWaterSystem/_OUT/HTCViveWeatherDemo_Data (debug = 0)
    PlayerConnection initialized network socket : 0.0.0.0 55295
    Multi-casting "[IP] 192.168.199.235 [Port] 55295 [Flags] 3 [Guid] 3136987082 [EditorId] 629984242 [Version] 1048832 [Id] WindowsPlayer(ChocPC) [Debug] 1" to [225.0.0.222:54997]...
    Waiting for connection from host on [192.168.199.235:55295]...
    PlayerConnection accepted from [192.168.199.235] handle:0x1ac
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56082
    PlayerConnection already initialized - listening to [192.168.199.235:55295]
    Initialize engine version: 5.3.5p2 (3103edb99077)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2)
    Vendor: NVIDIA
    VRAM: 3975 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
    Loading E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    - Completed reload, in 0.037 seconds
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: E:\WORK\TestPackage\PlayWayWaterSystem\_OUT\HTCViveWeatherDemo_Data\Managed\System.dll (this message is harmless)
    desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
    <RI> Initializing input.

    <RI> Input initialized.

    <RI> Initialized touch support.

    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    UnloadTime: 0.671244 ms
    Connected to lighthouse:LHR-F894C513
    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    SteamVR:.ctor() (at E:\WORK\TestPackage\PlayWayWaterSystem\Assets\SteamVR\Scripts\SteamVR.cs:271)
    SteamVR:CreateInstance() (at E:\WORK\TestPackage\PlayWayWaterSystem\Assets\SteamVR\Scripts\SteamVR.cs:112)
    SteamVR:get_instance() (at E:\WORK\TestPackage\PlayWayWaterSystem\Assets\SteamVR\Scripts\SteamVR.cs:44)
    SteamVR_Camera:OnEnable() (at E:\WORK\TestPackage\PlayWayWaterSystem\Assets\SteamVR\Scripts\SteamVR_Camera.cs:100)
    UnityEngine.GameObject:Internal_AddComponentWithType(Type)
    UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineGameObjectBindings.gen.cs:381)
    UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineGameObjectBindings.gen.cs:386)
    SteamVR_Camera:ForceLast() (at E:\WORK\TestPackage\PlayWayWaterSystem\Assets\SteamVR\Scripts\SteamVR_Camera.cs:244)
    SteamVR_Camera:Awake() (at E:\WORK\TestPackage\PlayWayWaterSystem\Assets\SteamVR\Scripts\SteamVR_Camera.cs:191)

    (Filename: E:/WORK/TestPackage/PlayWayWaterSystem/Assets/SteamVR/Scripts/SteamVR.cs Line: 271)

    Setting up 4 worker threads for Enlighten.
    Thread -> id: 35a8 -> priority: 1
    Thread -> id: 3c90 -> priority: 1
    Thread -> id: 1a90 -> priority: 1
    Thread -> id: 3fd8 -> priority: 1
    Waiting for finish
    ===================================================================================
    in my project always ERROR like this,this is water in Unity3d5.3.5P2 edit:

    this is water in Unity3d5.3.5P2 building EXE:

    the log
    =====================================================================================
    Mono path[0] = 'E:/WORK/CarrierVessels/02_U3D/TEST/U3D5.3.5P2_Military/_OUT/1_Data/Managed'
    Mono path[1] = 'E:/WORK/CarrierVessels/02_U3D/TEST/U3D5.3.5P2_Military/_OUT/1_Data/Mono'
    Mono config path = 'E:/WORK/CarrierVessels/02_U3D/TEST/U3D5.3.5P2_Military/_OUT/1_Data/Mono/etc'
    PlayerConnection initialized from E:/WORK/CarrierVessels/02_U3D/TEST/U3D5.3.5P2_Military/_OUT/1_Data (debug = 0)
    PlayerConnection initialized network socket : 0.0.0.0 55458
    Multi-casting "[IP] 192.168.199.235 [Port] 55458 [Flags] 3 [Guid] 2621623023 [EditorId] 2287706237 [Version] 1048832 [Id] WindowsPlayer(ChocPC) [Debug] 1" to [225.0.0.222:54997]...
    Waiting for connection from host on [192.168.199.235:55458]...
    Timed out. Continuing without host connection.
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56023
    PlayerConnection already initialized - listening to [192.168.199.235:55458]
    Initialize engine version: 5.3.5p2 (3103edb99077)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2)
    Vendor: NVIDIA
    VRAM: 3975 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
    Loading E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    - Completed reload, in 0.039 seconds
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\_OUT\1_Data\Managed\System.dll (this message is harmless)
    desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
    <RI> Initializing input.

    <RI> Input initialized.

    <RI> Initialized touch support.

    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_RECEIVE_SHADOWS _WATER_REFRACTION _WAVES_FFT' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Underwater/Screen-Space Mask' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Underwater/Screen-Space Mask' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Underwater/Screen-Space Mask' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Underwater/Screen-Space Mask' - Setting to default shader.
    WARNING: Shader Unsupported: 'PlayWay Water/Spray/Spray Particle' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Spray/Spray Particle' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _WATER_REFRACTION _WAVES_FFT' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS _WATER_REFRACTION _WAVES_FFT' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Setting to default shader.
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'DEPTH' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Underwater/Base IME' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Underwater/Base IME' - Setting to default shader.
    UnloadTime: 0.585543 ms
    Connected to lighthouse:LHR-F894C513
    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    SteamVR:.ctor() (at E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\Assets\ThirdParty\SteamVR\Scripts\SteamVR.cs:271)
    SteamVR:CreateInstance() (at E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\Assets\ThirdParty\SteamVR\Scripts\SteamVR.cs:112)
    SteamVR:get_instance() (at E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\Assets\ThirdParty\SteamVR\Scripts\SteamVR.cs:44)
    SteamVR_Camera:OnEnable() (at E:\WORK\CarrierVessels\02_U3D\TEST\U3D5.3.5P2_Military\Assets\ThirdParty\SteamVR\Scripts\SteamVR_Camera.cs:100)

    (Filename: E:/WORK/CarrierVessels/02_U3D/TEST/U3D5.3.5P2_Military/Assets/ThirdParty/SteamVR/Scripts/SteamVR.cs Line: 271)

    Setting up 4 worker threads for Enlighten.
    Thread -> id: 16dc -> priority: 1
    Thread -> id: 3e5c -> priority: 1
    Thread -> id: 36c8 -> priority: 1
    Thread -> id: 2c50 -> priority: 1
    =====================================================================================
    Help me!! thank you
     
  12. Spirit_wolf

    Spirit_wolf

    Joined:
    Feb 18, 2014
    Posts:
    4
    I just copy the script compent from the demo camera to HTC camera, i disable GPU skin and linear color space.
     
  13. Spirit_wolf

    Spirit_wolf

    Joined:
    Feb 18, 2014
    Posts:
    4
    oh no! i upload image again
     

    Attached Files:

  14. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,307
    Just wanted to confirm real quick that PlayWay Water does work on the HTC Vive. We're using it for our Virtual Reality game Holodance. The only issue we are currently aware of is the AMD GPU crash (when GPU skinning is active on Unity 5.4). This is actually a Unity bug, and it's not related to VR. It's currently being fixed in Unity (that fix will probably land in one of the patch releases) and zuzzu also has a workaround to prevent the crash until we have the fix from UT.

    Unfortunately, I can't help with the issue you're seeing ... but just rest assured that PlayWay Water does work with HTC Vive, so if it doesn't work for you, it's most likely just some setting or set up issue, not a problem with the actual package.
     
  15. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    It looks like in the exe there are no planar reflections and just black texture. I'm not really sure why, I would need to see the project.

    Would that be possible for you to share a simple demo project? I would look at it and tell you what needs to be done to fix the problem.

    You can share a link through a Private Conversation on this forum or send it on my email (you can find it in the documentation).
     
    Last edited: Jul 28, 2016
  16. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    As mentioned by @jashan (thanks for help!), gpu skinning crashes are going to be fixed in a patch release for Unity 5.4. A temporary workaround is to disable tesselation for water depth rendering. I've attached a modified shader.
     

    Attached Files:

  17. emrys90

    emrys90

    Joined:
    Oct 14, 2013
    Posts:
    755
    @zuzzu Have you had a chance to look into the underwater effects not working for the smaller bodies of water?
     
  18. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    I will look into this soon, apologies. I didn't had much time because of Gamescom and a few more urging issues have appeared.
     
  19. emrys90

    emrys90

    Joined:
    Oct 14, 2013
    Posts:
    755
    @zuzzu Alright. I have found more information out about the problem. I have a total of four water bodies in my scene, one boundless ocean and three ponds. The underwater effects work for the ocean and one of the ponds. The pond that works is on a lower y value than the other two. I'm wondering if that has something to do with it, and maybe will help you track it down.
     
  20. Quatum1000

    Quatum1000

    Joined:
    Oct 5, 2014
    Posts:
    889
    Absolutely great water asset.. Zuzu!
    With the ability to setup correctly you get superb visual results.

    WaterTest.jpg
     
  21. bobby43

    bobby43

    Joined:
    Jul 23, 2016
    Posts:
    1
    This asset is really good, the render is so beautiful, the documentation makes it simple to understand how it works.

    I was wondering, is there a way to "rotate" the water, so I can get a face view of the water without rotating the camera?

    Thank you in advance for the answer.
     
  22. garyx_chen

    garyx_chen

    Joined:
    Oct 9, 2014
    Posts:
    3
    Hello
    I disable refraction and blend edges on Water component. But it still doesn't work...

    image.jpg
     
  23. DevLeng

    DevLeng

    Joined:
    May 14, 2015
    Posts:
    1
    Hello,
    I'm using PlayWay Water in ViVe VR(unity 5.4.0), this pluginand is very good,the only problem is that FPS is alway below 50.And Unity Profiler show VR.WaitForGPU() take up a lot of time.
    Does anyone know how to solve this problem? My GPU is GTX970
     

    Attached Files:

    • 2.png
      2.png
      File size:
      844 KB
      Views:
      834
  24. DCrosby

    DCrosby

    Joined:
    Jan 13, 2013
    Posts:
    86
    There were some questions earlier on SimulSky compatibility, did those get resolved ? And yes SimulSky does do shadows for clouds.
     
  25. Fishypants

    Fishypants

    Joined:
    Jan 25, 2009
    Posts:
    444
    This is hands down the best water asset in the Asset Store. Great job Zuzzu! I'm loving the fact that it also plays well with uSkyPro.:D

     
    electric_jesus, punk and web76 like this.
  26. web76

    web76

    Joined:
    Nov 4, 2009
    Posts:
    150
    Looks great! Does uSkyPro also generate Clouds?
     
  27. Fishypants

    Fishypants

    Joined:
    Jan 25, 2009
    Posts:
    444
    @web76 - It doesn't generate clouds, but there is a nice cloud system being developed where you can supply a cloud map and the shading reacts correctly to the sun / environment, with correct shadows and lighting. It looks very nice. I'm just using cloud images right now with a custom shader to tweak the values a bit. Totally cheated at the moment.
     
  28. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    I'm sorry for being absent pretty often lately. I keep having a lot of work due to the Gamescom, but it's just one more week so please stay patient for a while. After it's over I hope to get back to water and release a new stable version and beta 4 by the end of the month. Beta 4 should be pretty stable now, have major shore improvements and support the single pass stereo rendering for VR.

    Thanks for the appreciation @Quatum1000 and @Fishypants, very impressive screenies!

    I've managed to reproduce this on my end. I should fix this for the next update by the end of the month.

    Not really, sorry about that. It's a forced optimization in the current implementation to assume that the water is aligned with x, z axes. I see some drawbacks of this though and I may try to re-introduce this at some point.

    I think it's the only sky system left that is still not compatible with the water, but it's probably not a big deal to fix this. I'm going to contact the author soon and hope to resolve this by the end of the month, if he would be kind enough to share his work for this purpose.

    I've looked into the projectors, educated a bit about them and have some ideas how to add compatibility with the water. Can you share your shader that you use on the projector? It needs an special pass for the water to include its transformations.
     
    Rycons likes this.
  29. HobieKenobi

    HobieKenobi

    Joined:
    Sep 12, 2014
    Posts:
    10
    hello I just imported playway water into a project and I get this console error unity v 5.36. How to fix??

    Assets/PlayWay Water/Scripts/Base/SpectraRenderer.cs(704,55): error CS0426: The nested type `WaveFrequency' does not exist in the type `PlayWay.Water.WaterWavesSpectrumData'
     
  30. JonasPersson

    JonasPersson

    Joined:
    Aug 14, 2016
    Posts:
    65
    Hi!
    I wonder if there is any ripple or splash effects implemented at the moment?
    Im thingking of buying..
     
  31. Ulther101

    Ulther101

    Joined:
    Jun 26, 2016
    Posts:
    3
    Hi
    We've been using Playway water a fair bit and its looking good, however we've had no luck in getting foam or spray working, please could anyone assist with this? Would really appreciate a guide to getting this working.
    Thanks!
     
  32. garyx_chen

    garyx_chen

    Joined:
    Oct 9, 2014
    Posts:
    3
    Hello

    The shader I used is not special, I just selected a material without thinking.

    The projectors from Standard Assets have same issue.

    Asset Store : https://www.assetstore.unity3d.com/en/#!/content/32351
    Standard Assets > Effects > Projectors > Prefabs
     
  33. cfantauzzo

    cfantauzzo

    Joined:
    Apr 8, 2012
    Posts:
    75
    If I purchase this asset, how can I get access to the beta? VR optimizations and shorelines are very important to me.
     
    grantiki likes this.
  34. PeterB

    PeterB

    Joined:
    Nov 3, 2010
    Posts:
    366
    The water is probably the best on the Asset Store, but there have been huge delays. Shoreline foam was supposed to be ready before the end of last year, and we're still waiting. The Mac version is also lagging behind the Windows version feature-wise.

    As long as you don't use PlayWay Water for any time-critical projects and have time to wait, go for it. It's a solid piece of software, and the developer is first rate.
     
  35. grantiki

    grantiki

    Joined:
    Oct 13, 2014
    Posts:
    7
    Its working with GalaxyS6 + GearVR smooth (60~90FPS)? im very interested in get realistic water for my VR project. Thanks to any reply that can confirm this,
     
  36. grantiki

    grantiki

    Joined:
    Oct 13, 2014
    Posts:
    7
    Its possible to enter BETA to test it for VR?
     
  37. ftejada

    ftejada

    Joined:
    Jul 1, 2015
    Posts:
    695
    HI
    I am very interested in your product, there is a trial version to try. It would greatly appreciate it to evaluate properly before buying it because it is a significant expense

    regards
     
  38. DivergenceOnline

    DivergenceOnline

    Joined:
    Apr 19, 2015
    Posts:
    244
  39. DCrosby

    DCrosby

    Joined:
    Jan 13, 2013
    Posts:
    86
    They offer a 30 Day Trial key, it's kind of different the way they license their software than most do, as it's heavily dependent on .dll's since it's a true "weather system", just like Playway water is way more than the default Unity water, and more like a "Sea State System with buoyancy"
     
  40. doug-in-a-box

    doug-in-a-box

    Joined:
    May 20, 2015
    Posts:
    7
    so how well optimized is this?
     
  41. DivergenceOnline

    DivergenceOnline

    Joined:
    Apr 19, 2015
    Posts:
    244
    Relatively well. The killer is reflections, which honestly is true of any and all water systems, but until someone comes up with a water system that doesn't require double-processing to create reflections, i doubt that will change.
     
    doug-in-a-box likes this.
  42. Ulther101

    Ulther101

    Joined:
    Jun 26, 2016
    Posts:
    3
    Struggling to get the water set up with the foam on it, can anyone assist me with this please? Would really appreciate some guidance from anyone who has got it working, have emailed dev but no reply on it yet.
     
  43. HobieKenobi

    HobieKenobi

    Joined:
    Sep 12, 2014
    Posts:
    10
    would love to help Ulther but I can't even bring this asset into my project as it seams to be missing some files??and after 10 days waiting for a response from the dev I've removed it so I can continue to move forward as opposed to not moving forward. That's the second time I've tried to use this asset only to have to remove it completely. but good luck to you....
     
  44. my5800mkk

    my5800mkk

    Joined:
    Aug 12, 2016
    Posts:
    18
    zuzzu Thanks for your job I need your help
    I Have error when i run Galleon Demo

    Material doesn't have a color property '_SubsurfaceScatteringPack'
    UnityEngine.Material:GetVector(String)
    PlayWay.Water.UnderwaterIME:RenderDepthScatter(RenderTexture, RenderTexture) (at Assets/PlayWay Water/Scripts/Effects/UnderwaterIME.cs:263)
    PlayWay.Water.UnderwaterIME:OnRenderImage(RenderTexture, RenderTexture) (at Assets/PlayWay Water/Scripts/Effects/UnderwaterIME.cs:196)

    1.jpg

    1q.jpg
     
  45. snlehton

    snlehton

    Joined:
    Jun 11, 2010
    Posts:
    99
    Hi,

    We recently purchased Playway Water and we're really happy with it. However, we do have a quite specific issue with it.

    We're making a strategy game with a fog of war (FOW), and naturally we would like to FOW to affect also the water. Currently what I'm doing is that I'm rendering the FOW as a image effect after all the opaque things have been drawn.

    The FOW effect itself is quite simple. It's just a rendertexture containing FOW values (0 = not in fow, 1 = in fow), and it's then drawn as a black transparent veil by projecting that FOW texture onto the world space XZ plane. Using depth information I'm able to see where in the FOW texture the opaque pixel on the screen is. (It may sound complex but it's quite simple thing really).

    Anyway, because the water is rendered in a transparent pass, it does not get affected by the FOW. If I remove the [ImageEffectOpaque] attribute from our FOW image effect, the FOW gets correctly rendered on the water too, but at the same time FOW gets rendered on top all of the transparent objects, which is wrong (we have a special handling for transparent objects in the FOW).

    You can see the problem in the attached picture. The FOW is revealed around the buildings. In the upper image water (looks brown in the shot) gets rendered on top of the FOW. If FOW is drawn after transparent queue, it seems to render correctly on the water but it will also render over our transparent objects such as trees (the tree on the left).

    waterfow.jpg

    Is there any possible way to solve this? Do you think this could be solved with some Command Buffer trickery? Would it be possible to force the rendering order to be like this:
    Opaque
    Opaque image effects
    Playway Water
    Opaque image effect: FOW
    Rest of the image effects

    If that's not possible, I might be able to do the FOW rendering in the water pass. Unfortunately this means that the water would be rendered on top of the already FOW'd ocean floor, making the ocean go extra dark near the FOW edges. Might not really be a problem, but just stating it out.

    But I'm not sure how to inject the FOW rendering into the water shader... it seems that Playway Water is generating shader on the fly (more or less). I'm not really familiar with the way it works.

    I'm aware that this is not a Playway Water issue per se, but any help solving this issue would be appreciated!

    Best regards,
    Sampsa
     
  46. Kevinsomn1a

    Kevinsomn1a

    Joined:
    Dec 23, 2012
    Posts:
    38
    Update your PlayWay from the Asset Store. It's out of date.
     
  47. my5800mkk

    my5800mkk

    Joined:
    Aug 12, 2016
    Posts:
    18
    Thanks i will try .
     
  48. Kevinsomn1a

    Kevinsomn1a

    Joined:
    Dec 23, 2012
    Posts:
    38
  49. DivergenceOnline

    DivergenceOnline

    Joined:
    Apr 19, 2015
    Posts:
    244
  50. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    Beta 4 is on the track. I'm going to publish it on 1. September.

    I've come up with some CPU-side optimizations during the development. I'm getting 900 FPS now with just the ocean on GTX 980 in FullHD.

    Good news :) It should work with your effect out of the box with beta 4. Water can now be rendered as an opaque image effect.

    I'm not sure, but it looks like an old version of PlayWay Water, because the fresnel is not correct. Can you confirm?

    Is this AMD? Can't reproduce this on my end.
     
    Rycons likes this.