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[RELEASED] Poseidon - Low Poly Water System - Builtin & LWRP & URP

Discussion in 'Assets and Asset Store' started by Tran-Ngoc-Tam, Sep 17, 2019.

  1. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Poseidon is a user friendly water system dedicated to help you create impressive water-scape, deeply focused on low-poly and stylized world, save you a lot of time and effort!

    Poseidon is the first system which fully support for Lightweight Render Pipeline, Universal Render Pipeline and Built-in Render Pipeline, with various settings for you to customize. Those feature can be easily turn on and off with a simple toggle.

    Get Poseidon


    FEATURES
    ⭐ Super easy to learn, all-in-one-place editor, in-depth document.
    ⭐ Automatic mesh generation with tillable edges and displacement noise.
    ⭐ PBR lighting with specular setup.
    ⭐ Fresnel effect.
    ⭐ Horizon blend.
    ⭐ Light absorbtion.
    ⭐ Foam/Shoreline.
    ⭐ Ripple.
    ⭐ Planar reflection.
    ⭐ Refraction.
    ⭐ Infinite water plane with Tiles Pinning mode.
    Support for both Builtin & Lightweight & Universal Render Pipeline.
    ⭐ Active & responsive customer service.


    This package requires Unity 2018.1 or above.

    Support for LWRP requires Unity 2019.1 or above.
    Support for URP requires Unity 2019.3 or above.

    SCREENSHOTS





     
    Last edited: Nov 25, 2019
    MatteoMazzeriBlasph likes this.
  2. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    RELEASE LOG
    (See full log)
    ----------------------
    V1.1.0
    NEW FEATURES

    - Adding support for Universal Render Pipeline.
    IMPROVEMENTS
    - Editor GUI: Display water tiles list in the inspector.
    FIXES
    - Fix reflection and refraction glitching in LWRP and URP.

    ===
    V1.0.1
    FIXES

    - Package now initialize correctly in LWRP.

    ===

    V1.0.0
    Initial release
     
    Last edited: Oct 21, 2019
  3. dotfortun3

    dotfortun3

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    Hey there!
    I just picked this up. When I add the water to the scene, the water does not get rendered. Did I miss a step setting it up? I should also add, I do not see water in the Sample scene either.

    Thank you!

    upload_2019-9-20_23-2-38.png
     
    Last edited: Sep 21, 2019
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  4. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi dotfortun3,
    Thanks for purchasing.
    You can try the following:
    - In the Inspector, expand the Tiles foldout, this will activate Tile Pinning mode.
    - Make sure Tile Size is set to an appropriate number.
    - Hover your mouse over the scene view, you will see a rectangle to indicate that you can pin a tile to render water there, click as much as you want, each tile will cost 1 draw call.
    - Close/Collapse the Tiles foldout to deactivate Tile Pinning mode.
    This is probably a bug, water should be rendered as soon as you create the object. I will take a look and fix it right away!
     
  5. dotfortun3

    dotfortun3

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    Thanks for taking a look. I tried the Tile Pinning feature, I still do not see any water rendered. Hope this helps! If you need anything from me, let me know!

    upload_2019-9-21_15-8-53.png
     
  6. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hmm, strange!
    Did you click on the scene view to pin? If yes, try the following:
    - Click on the Context menu of the Tiles foldout, select Recalculate Bounds.
    - Enter Play mode.
    - Exit Play mode.
     
  7. dotfortun3

    dotfortun3

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    Hey again, that did not work either. However, I did notice that it does not appear to generate a mesh or material when creating the water asset. Event after recalculating the bounds under tile pinning and then generating the Mesh under the Mesh context menu, there is nothing attached to the asset in the project window.

    However, in the sample scene you provider, the WaterProfile has a material and mesh in it's asset.

    I am using the LWRP and 2019.2.5f1 build of Unity.

    My waterprofile and asset
    upload_2019-9-22_14-10-4.png

    upload_2019-9-22_14-10-31.png

    Included water profile with material and mesh
    upload_2019-9-22_14-13-20.png

     

    Attached Files:

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  8. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi dotfortun3,
    I've had a look and found that there is a mistake in package initialization. There is 2 way you can solve the problem:
    - Method 1: Install Shader Graph and let script to be recompiled.
    - Method 2: Open the Poseidon/Scripts/Core/Editor/PPackageInitializer.cs, then at line 68, edit the script like the image, then save the file and recompile.
    Capture.PNG
    Hope it work! The official fix will be available soon.
     
  9. dotfortun3

    dotfortun3

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    upload_2019-9-28_15-17-8.png

    You got the fix out before I even had time to apply the work around, the new version works great! I love your tools! One question I have, is it possible to add a feature to allow the water to look like it is flowing along a path? Sort of like how you can draw river beds with your other tool Griffin?

    I am very much a novice on shaders and things so I have no idea what kind of work effort this would be, but I am curious!

    Thank you again!
     
    Tran-Ngoc-Tam likes this.
  10. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi dotfurtun3,
    Thanks for your suggestion. Currently it's not support for custom mesh, wave and flow yet. I'm doing some research on this topic. Hopefully it can integrate with Polaris V2 using the Spline tools in the future.
    Cheers,
    Tam
     
  11. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    New demo scene:
    - Polaris V2 for terrain.
    - Poseidon for water.
    - Aura 2 for volumetric lighting.
     
    rubble1 likes this.
  12. digiross

    digiross

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    I'm getting ready to buy polaris and just found this asset by you. So I am happy to find it so they will integrate good together.

    Does this allow to change the water color, so for instance to a murky color or lava, etc.?

    And is it swimmable? Or will I need to add that?
     
    Last edited: Sep 30, 2019
    man13east and Tran-Ngoc-Tam like this.
  13. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi digiross,
    Yes you can change its color to fit in the scene, but there's no physics interaction yet, you have to do it yourself.
    Cheers!
     
  14. digiross

    digiross

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    Okay thanks! Will puchase soon with poseidon.

    +1 Please add physics interaction to your roadmap. :cool:
     
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  15. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Thanks! Let me do some rêsearch :)
     
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  16. Alienmadness

    Alienmadness

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    seems this doesnt work with the Universal rendering w/2019.3b
    any idea what i need to update to get this to work with URP.

    i understand this is still beta, and might take a bit.. was just wondering if there were some modifications i could make to get this up and running
    Thanks.
     
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  17. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi Alienmadness,
    I've not working with URP yet, but let's see what I can do to help.
    How it "doesn't work"? Is it render a pinky plane? Or not render anything at all?
    - If it doesn't render anything: Open the Poseidon/Scripts/Core/PCommon.cs, at line 24-37 (CurrentRenderPipeline), change the string from "LightweightPipeline" to "UniversalPipeline", I guess they have change the pipeline name. If it still doesn't render anything, you have to debug to see what the new name is.
    - If it render a pinky plane: open the 2 shader WaterBasicLWRP and WaterAdvancedLWRP, located in Poseidon/Shaders/ folder, then change the Tags "RenderPipeline"="LightweightPipeline" to "RenderPipeline"="UniversalPipeline".
    Please let me know if it work or not :)
     
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  18. Alienmadness

    Alienmadness

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    currently its not showing up.. and scripts are complaining about lwrp. i think i resolved most of the script errors. but i will check out what you wrote tomorrow and let you know.. Thanks for the quick response.
     
  19. Alienmadness

    Alienmadness

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    i still get no display of the water mesh. i made the updates referenced above and found a few other places to update. but still no go.
     
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  20. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi Alienmadness,
    Looks like there're several change in URP, let me deep dive into it and publish a fix soon.
    Regards.
     
  21. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi Alienmadness,
    I've submitted a new version which will work with Universal Render Pipeline (requires 2019.3), and a few bug fixing.
    The update will be available in a couple of day.
    Regards.
     
  22. Alienmadness

    Alienmadness

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    looks good. thanks!
     
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  23. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    If you like that, please rate a 5-stars for me on the store. Thanks!
     
  24. brian_unity836

    brian_unity836

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    Any plans to add buoyancy?
     
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  25. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    I doing some research on that but can't tell exactly when it will be available. You have to use additional asset for buoyancy at the moment I think :)
     
  26. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    V1.2.0 is coming with the new Caustic effect, better reflection and a lot of performance optimization.
    Screenshot--2019-11-25-15-30-43.png
     
  27. noobynobody

    noobynobody

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    I would definitely buy this if it had buoyancy, and a performant version for mobile.
     
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  28. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    I'm still working on them :)
     
  29. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    A short demo for Poseidon capability of running smoothly on mobile devices. The following effect are in used:
    - Physical Based lighting (highest visual quality)
    - Ripple
    - Light Absorption
    - Foam (HQ mode)
    - Planar Reflection
    - Refraction
    - Caustic
    The scene is rendered using LWRP.
    ===
    Device detail: OPPO A5 2020 - mid range hardware.
    - Snapdragon 665
    - Adreno 610
    - RAM 3GB
    More info: https://www.oppo.com/en/smartphone-a5-2020/specs/
     
  30. Filinto

    Filinto

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    This is how it looks after importing it to an LWRP unity template and converting all the materials to LWRP. as you can see only the terrain got converted.

    upload_2020-1-3_21-10-6.png
     
  31. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi Filinto,
    I'm sorry for wasting your time.
    I've made a typo mistake in my script to fetch shader references for LWRP, please do the following to fix the problem:
    - Download the patch in the attachment.
    - Import it to your project (overwrite file)
    - Compile
    - Go to Window>Poseidon>Project>Update Dependencies
    If it still not fix, please completely remove Poseidon folder, then:
    - Open the Asset Store and re-import Poseidon
    - Import the patch
    - Update Dependencies
    Please let me know the result.
    ===
    Also, if the problem is solve, I would very happy if you kindly adjust your rating on the store, it would help me alot.
    Thanks!
    Tam
     

    Attached Files:

  32. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Feature demo for the next release
     
    digiross and Lars-Steenhoff like this.
  33. AdminBag

    AdminBag

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    Hi Tran-Ngon-Tam

    First of all, thank you so much for the amazing plug in.
    We have encountered a little problem on Android:
    the more distance between the camera and the water, the bigger the foam appears

    Screenshot_20200123-142023.jpg

    Screenshot_20200123-143502.png
    This happens only on android.

    We are on Unity 2019.1.11f1 with Build-in render pipeline.
    Could be for some camera settings we are using?

    image(8).png image(9).png

    Have you any idea what we are doing wrong?

    Thank you so much
     
  34. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi AdminBag,
    I've done some research and guess that the issue was caused by depth buffer precision. I would recommend changing camera settings as follow:
    - Near plane: don't get too close to 0, that will cause precision lost. 0.3 to 1 may be good.
    - Far plane: make it close to Near plane as much as possible.
    Let me know if it work!
     
  35. AdminBag

    AdminBag

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    Super! The problem is fixed :D

    Thank you so much for the fast reply
     
    Tran-Ngoc-Tam likes this.
  36. Rich0

    Rich0

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    Hi Tran,

    Just purchased your water system - bad news - it doesn't work at all under 2019.3.f6. URP.

    Renders pink. Demo scenes don't work. Material is hidden/internalerrorshader.


    Creating profiles returns error:

    AddAssetToSameFile failed because the other asset is not persistent
    UnityEditor.AssetDatabase:AddObjectToAsset(Object, Object)
    Pinwheel.Poseidon.PCommon:AddObjectToAsset(Object, Object) (at Assets/Poseidon - Low Poly Water System/Scripts/Core/PCommon.cs:129)
    Pinwheel.Poseidon.PWaterProfile:get_Material() (at Assets/Poseidon - Low Poly Water System/Scripts/Core/PWaterProfile.cs:98)
    Pinwheel.Poseidon.PWaterProfileInspectorDrawer:<DrawRenderingSettingsGUI>b__10_0() (at Assets/Poseidon - Low Poly Water System/Scripts/Core/Editor/PWaterProfileInspectorDrawer.cs:78)
    Pinwheel.Poseidon.PEditorCommon:Foldout(String, Boolean, String, Action, GenericMenu) (at Assets/Poseidon - Low Poly Water System/Scripts/Core/Editor/PEditorCommon.cs:1326)
    Pinwheel.Poseidon.PWaterProfileInspectorDrawer:DrawRenderingSettingsGUI() (at Assets/Poseidon - Low Poly Water System/Scripts/Core/Editor/PWaterProfileInspectorDrawer.cs:75)
    Pinwheel.Poseidon.PWaterProfileInspectorDrawer:DrawGUI() (at Assets/Poseidon - Low Poly Water System/Scripts/Core/Editor/PWaterProfileInspectorDrawer.cs:52)
    Pinwheel.Poseidon.PWaterProfileInspector:OnInspectorGUI() (at Assets/Poseidon - Low Poly Water System/Scripts/Core/Editor/PWaterProfileInspector.cs:19)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    Any help would be appreciated.
     
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  37. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi there,
    I have address the issues, it is caused by a mis-typo in the URP shader, I will send a quick fix to you via email soon
     
  38. linq

    linq

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    Can I ran this asset on Unity 2020? i don't see any errors but also water is not visible.
     
  39. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi linq, it doesn't support for alpha & beta version of Unity, please fallback to 2019 instead.
    Regards,
    Tam
     
  40. jykholodia

    jykholodia

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    Hi Tran!
    Does your water support mobile VR?
     
  41. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi,
    It not yet ready for VR. I'm working on support for high end VR such as Oculus. Mobile VR can also be supported but will have limited features. Hopefully it will available in a month or so.
    Regards,
    Tam
     
  42. jykholodia

    jykholodia

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    Alright.
    Thanks for letting me know!
     
  43. Devsagi

    Devsagi

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    Hello there,

    I have tried the Poseidon demo version with URP, and in-game it produces some super pretty results.

    But sadly, it seems like it doesn't render in scene view. Is the fix from the comments above not in the demo version yet?

    Best regards
     
  44. Devsagi

    Devsagi

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    Hello Tam,

    I upgraded to the full version of Poseidon as well and still can't see the water in scene view. Can you assist with this please?
     
  45. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi Devsagi,
    Which render pipeline you are using? Do you have any log? Is it render the water as pink or completely nothing, can you provide a screenshot?
     
  46. Devsagi

    Devsagi

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    Hi Tam,
    as we discussed in the e-mails the issue solved itself by soft resetting the scene view.
    Thanks again
     
    Tran-Ngoc-Tam likes this.
  47. Coolzero

    Coolzero

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    Hi Tam,

    like my post yesterday in the Polaris forum now i have some trouble using your water. the demo scenes are loading fine but adding water from the menu will result like this one:
    Water.png

    I am also confused by the message on the bottom left that tells me the Calm Water Object must be in the Water layer ... eh... it is also in there oO

    Some ideas about that?
     
  48. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    Hi Coolzero,
    The water looks strange. Did you try turning on Auto Generate Lighting for the scene?
    Let me take a look for that.
    For the "Layer" message, the water will be locked in "Water" layer so it can render correctly. You can ignore this.
    Regards,
    Tam
     
  49. Coolzero

    Coolzero

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    Hi Tam,

    here is the result after pressing the "Generate Lighting" button:

    Lighting_Water.png
    I am running Unity on an NVIDIA 1080 mobile if this will help you a bit more (latest drivers from yesterday)
     
  50. Tran-Ngoc-Tam

    Tran-Ngoc-Tam

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    I have tested it on my machine and it work fine (2019.3.0f6), I don't know what is wrong over there. Can you contact me privately via email pinwheel.customer@gmail.com with your Invoice ID? I will send you the package I'm using, hope it will work.
    Regards,
    Tam