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[RELEASED] Lux Water

Discussion in 'Assets and Asset Store' started by larsbertram1, Jun 18, 2018.

  1. larsbertram1

    larsbertram1

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    do you use single or multi pass rendering.
    multipass should work more or less. single pass does not.
    addng support for vr is on my list but no eta, sorry.
     
  2. ffertigo

    ffertigo

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    Multi Pass, yes Single Pass doesn't work at all.
     
  3. larsbertram1

    larsbertram1

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    in multi pass the water mask is a bit too large... which might cause your issue.
    i will have a look into this. i hope i will have it soon.
     
  4. ffertigo

    ffertigo

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    Actually the water is working in single pass in vr. I get the same glitch in single pass. The glitch is just not visible when i set the Underwater Scattering to 0, so it has something to do with it. Would be so thankful if you could work on that!
     
  5. SpaceBoatStudio

    SpaceBoatStudio

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    Any chance for HDRP version this year?
     
  6. larsbertram1

    larsbertram1

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    sorry, hdrp won't leave preview til the end of the year. so the answer is no.
     
  7. BUDU_KRATOK

    BUDU_KRATOK

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    Hello! I need a little advise, Is it possible to create a zone of calm water? Maybe with projectors (I'm not sure if they can modify tesselation and waves)? Or it's better to cut water planes for it? Thank you.
     
  8. larsbertram1

    larsbertram1

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    unfortunately: no.
     
  9. ciathyza

    ciathyza

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    Hi, is there any support for Lux Water working properly with UniStorm? If yes, how can I enable it? If not I'd like to request adding support for UniStorm.
     
  10. larsbertram1

    larsbertram1

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    unistorm is not officially supported. but what is your problem?
    can you share some more information?
     
  11. ciathyza

    ciathyza

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    Can it be made to be officially supported?
    So far I'm trying to get Enviro and Unistorm to work with Lux Water and have the underwater look as desired. I followed the instructions to change the shader include to support Enviro. But even with that it looks nothing like the way Lux Water appears with just unity default lighting.

    Please compare these screenshots of a test with "10 LuxWater Water Volume Deep Water Demo":

    Only Lux Water: http://files.ciathyza.com/wl/?id=3CeTaQNeRjSncPXBmExihgIwLEBrTz3J
    With UniStorm: http://files.ciathyza.com/wl/?id=TFYKUfc3Jos28rR0KTYr1kNRyHUVHAD2
    With Enviro: http://files.ciathyza.com/wl/?id=e46DdbzQtmkeH3YdmX49NSBYn2daYx1B

    It's very obvious that the water's foggyness/"volmuniess" goes missing with UniStorm and Enviro.

    Since Enviro is supported by Lux Water I assume it can be made work together so that the water look is preserved as close to the first image. Though I would like to see official support for UniStorm. I've had only few time to compare Enviro and UniStorm but so far UniStorm seems to have better graphical quality.
     
    Last edited: Sep 1, 2019
  12. no00ob

    no00ob

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    In unity 2019.3 the whole camera view turns black with lux water enabled, with the frame debugger I think I narrowed it down to the LuxWater_UnderWaterBlur
    Code (CSharp):
    1. (This is from the framedebugger)
    2. >Camera.ImageEffects
    3.           >LuxWater_UnderWaterBlur
    4.                     Draw Dynamic
    Edit: LuxWater also apparently stops all of my transparent shaders from rendering...
    Edit: Apparently the Post processing I'm using in 2019.3 is completely broken and is causing almost all of my assets to break including Lux so I fixed my issue by removing all post processing for now.
     
    Last edited: Sep 1, 2019
  13. Vondox

    Vondox

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    Hello, its a simple fix for enviro:

    Make sure that EnviroSkyRendering component is in front of the LUX Water_Under Water Rendering component. That way the underwater fog from LUX will be applied after enviro effects.

    upload_2019-9-1_16-38-18.png
    upload_2019-9-1_16-38-4.png
     
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  14. larsbertram1

    larsbertram1

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    @Vondox thanks a lot for helping out here!
     
  15. larsbertram1

    larsbertram1

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    hendrik has already addressed your enviro issue.
    the author of UniStorm contacted my and i gave him a voucher. he told me that he already got it up and running – except from the moon lighting. this should be rather easy to accomplish by accessing the public "sun" variable (it is a transform) in the Under Water Rendering script. However you also have to set the sun light color (tkaen from the light assign to the SunLight variable – which currently is private). you may simply set it to public so you can change sun (transform) and SunLight (light) from script.
     
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  16. larsbertram1

    larsbertram1

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    so post processing is broken in 2019.3 and your issues are not related to lux water?
     
  17. ciathyza

    ciathyza

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    Vondox & Lars .. thank you for your hints! I will follow your suggestions as soon as I get home!
     
  18. PieterAlbers

    PieterAlbers

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    I am trying to get the water to receive realtime shadows.
    The shaders has references for it - but I am unable to get it to work. I was able to adjust the shader to have lightmaps, but I would love to have realtime shadows as well.
     
  19. larsbertram1

    larsbertram1

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    i checked it once: sampling shadows in the vertex shader. but even if i used tessellation it did not really look convincing...
    you may try to do it per pixel of curse.
     
  20. HonKasumi

    HonKasumi

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    Can i make the water low poly somehow and use an material
     
  21. larsbertram1

    larsbertram1

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    if you use a custom mesh for the water you could add some noise to your mesh and disable normal smoothing in the import settings or in your DCC app.
     
  22. ROBYER1

    ROBYER1

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    Are you able to confirm if this works on mobile VR with forward rendering single-pass? We are targeting the Oculus Go/Quest/GearVR
     
  23. larsbertram1

    larsbertram1

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    vr is still in development, sorry.
     
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