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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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    it has been a while that i tested it with the rift, where it looked fine.
    i am not familiar with the quest and what "link cable" means. but the quest uses a mobile gpu so you may run into precision problems
     
  2. mgear

    mgear

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    it seems to mostly work in regular use,
    just when tilting the head this happens: (right side underwater fog(?) disappears or so)

    upload_2021-8-26_12-13-12.png
     
  3. larsbertram1

    larsbertram1

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    hmm, looks fine here using mockhmd and single pass instanced.

    underwaterfog.PNG
     
  4. Rowlan

    Rowlan

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    Having fun with the new Malbers Crocodile in Lux Water :)

     
    sjm-tech likes this.
  5. toblex

    toblex

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    Hi, I'm getting an error when importing "SHader properties can't be added to this global proeprt sheet" using 2019.4.9f1
     
  6. toblex

    toblex

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    This is also appearing in the 202.3.17f1 version
     
  7. larsbertram1

    larsbertram1

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    hi, i haven't ever heard of this before.
    maybe you have another asset in your project that causes the trouble?
    have you tried to import it to a fresh project?
     
  8. toblex

    toblex

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    I have tried in a fresh project and get the same error. Can provide screenshot.
     
  9. larsbertram1

    larsbertram1

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    the project i publish from on the asset store is on unity 2019.4.23f1, win 10 pro and dx11. no errors of course :)
    so what do you use?
     
  10. fabciu007

    fabciu007

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    Hi. I don't know it's the bug or maby i'm doing something wrong but i found this problem. On first picture we can see the foam corectly but on second is disaper. It's hapen when Camera is close to gameobject wher should be projected foam.
     

    Attached Files:

  11. toblex

    toblex

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    I did the exact same settings, fresh URP project, 2019.4.23f1 and only imported Lux Water. Screenshot is straight after import.
     

    Attached Files:

  12. fabciu007

    fabciu007

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    Lux water doesn't support URP
     
  13. larsbertram1

    larsbertram1

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    neither nor. foam is calculated in screen space taking the depth buffer as input and therefore is extremely view dependent. most water shaders use this technique (as it allows foam on dynamic objects with no extra costs) so most of them suffer from this.
     
  14. wwg

    wwg

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    @larsbertram1 - The underwater volume renders fine with my first player, but when I re-spawn the volume doesn't render and the debug message shows "Registered Volumes: 0". My main camera is part the of the player prefab that is spawned.

    Any ideas? Do I need to re-register the water volumes and/or camera when re-spawning a player?
     
    Last edited: Sep 20, 2021
  15. larsbertram1

    larsbertram1

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    if you destroy the underwaterrendering instance you have to re-register the volumes. by default they only register onenable.
     
  16. Sheriziya

    Sheriziya

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    I was wondering if I can make waterfalls with the current version. I know this same question has been asked ever two years ago, but since there have been various updates since then, I thought it best to ask again

    Also, will there be support for URO and HDRP on the future?

    Thanks!
     
  17. larsbertram1

    larsbertram1

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    the shader may add foam from slopes. but in order to create a believable water fall you will need more white water nd probably some particles as well.
    time will tell. altho these might just be individual products.
     
  18. aoigai

    aoigai

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    Does this asset work VR in unity 2018.4?
     
  19. larsbertram1

    larsbertram1

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    i only tested it with unity 2019.
     
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