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RiverWater: the free epic water solution for unity free users!

Discussion in 'Assets and Asset Store' started by FuzzyQuills, Mar 23, 2014.

  1. Torigas

    Torigas

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    Fantastic work. This water looks fantastic! Thanks so much for sharing.
     
  2. kurylo3d

    kurylo3d

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    looks more like river ooze or river gel. Shouldnt there be some sort of fade as it reaches the shoreline?
     
  3. BOOLitGameStudio

    BOOLitGameStudio

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    wow thanks a million! This is exactly what I need for my project. Looks really good!
     
  4. CaoMengde777

    CaoMengde777

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    thanks alot!! nice!! ... somehow it wasnt working for me... but using baldinoboy's file, it worked fine!
    awesome!
     
  5. The-Aidency

    The-Aidency

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    looks like purple object; no texture in web demo
     
  6. Xandir

    Xandir

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  7. Aziwazi

    Aziwazi

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    How to import?
     
  8. the-Grumbleputty

    the-Grumbleputty

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    Brilliant, and thanks a ton for sharing this, but I've got a question: I can't seem to get transparency working, even with refraction turned off. I've tried adjusting the alpha on the texture maps and material color settings, with no change. Is there a setting somewhere I might be missing?
     
  9. ina_animatoon

    ina_animatoon

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    Hi! I'had the same problem for a hole afternoon....wondering what the hell I was doing wrong. At the end, I needed the objects inside the lake (like the plants and rocks) to be with the default layer instead of ground and it was magically solved!! the water become transparent then.
    Hope you get it solved too!
     
  10. FuzzyQuills

    FuzzyQuills

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    Wow... Ok, I obviously have to watch this thread! (For some reason, my notifications for this one were turned off, and I thought the asset had been abandoned... XD)

    I have been considering doing a much better version of this shader, as I do know a bit more on mixing colors and stuff like that now. (I wrote that shader a very long time ago, back when I wasn't as good with them) Therefore, stay tuned, I may be able to find some spare time to fix up all the issues here. :)

    That, and now with Unity 5 having render textures in the free edition of unity for a good amount of time... now's the time to give it a visual and a performance boost. :)

    Overall, sorry for not offering support when I should have done, my stupid notifications weren't working. :/
     
  11. Baldinoboy

    Baldinoboy

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    Hey FuzzyQuills. Yeah. I received an email and notification when you just commented. Not for all the previous post. We can always use a good water shader. Not personally excited about even the expensive ones on the Asset Store. Ceto is pretty good but still quite expensive. So get to work Fuzzy! ;)
     
  12. FuzzyQuills

    FuzzyQuills

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    Welp, once I find a decent amount of time (and once I finish a different shader, you may end up seeing it in the future. ;)) I'll re-do this entire asset, 4.x support and all, and release it free as always.

    That, and I could borrow one other brilliant guy's work for the waves. :) (aka. @brianasu, of whom made this amazing little water ripple effect I've been playing with lately!)
     
  13. Baldinoboy

    Baldinoboy

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    Cool. Have not seen his work. Pretty cool stuff.
     
  14. mjones0014

    mjones0014

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    Hey Fuzzy,

    I've been trying to use your package in one of my projects. Following the directions in the Manual I was able to get to the part where I add the RiverRefraction JS file. However, I am a little confused with what you mean by "assign the model with the material to the “renderers” array on RiverRefraction." Under renderers all I see is "Size". Any help would be greatly appreciated, this package looks like it might suit my needs. Thanks!

    EDIT:
    I realized that I can increase the the size of the array... Duh. However, when I go to add a renderer, nothing is listed under 'assets' or 'scene'. Any thoughts?
     
    Last edited: Jan 18, 2017
  15. EdL_75

    EdL_75

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    Your viewable link is broke. Maybe just put it on YouTube?
     
  16. FuzzyQuills

    FuzzyQuills

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    Ok, one... why is this thread NOT letting me know someone's posted?
    Two, you add your meshrenderer using the water material to that array.
    Three, which version of Unity are you using? Unity 5.0.0 and higher have all the pro effects now, including the water.

    On the other hand... I could redo this pack to use proper render targets. It's probably time I also redid some things in this shader.
    That's actually due to both Unity web player being made obsolete, and the fact that Google drive can't do web hosting anymore. Basically, even if the link did work, you'd just get a grey box instead of a web player build.

    I made this (very outdated) pack five years ago, hence why this thread WAS dead.

    EDIT: If you guys really want me to... I can put aside some time to getting a better free water effect up. I actually need one soon for a racing game, so stay tuned, I might just upload something new here. :)
     
  17. Baldinoboy

    Baldinoboy

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    Hey Fuzzy,

    Think we could always use a decent free water. If you have the time for it of course that would be awesome. I tried using a Shader Forge water I made for my art pack demo but it just will not work when using Deferred rendering. So had to just make an animated opaque Deferred shader that works but is not pretty. If we could have refraction and reflection that works with fog and looks a little better than Unity's free water that would be great!
     
  18. Mauri

    Mauri

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    Make sure you watch the thread (by clicking 'Watch Thread') if you haven't already and/or check your 'Alert Preferences'.
     
  19. FuzzyQuills

    FuzzyQuills

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    That's the thing, it's watched... I am often getting this problem.
    I've actually completely missed offering support for people due to this forum bug

    tbh, the unity pro water (or unity 5 personal water) isn't entirely good-looking either... :D
    And I could try getting actual lighting working on the deferred rendering path. :) I've always been curious of how one would actually light a water shader.
     
  20. Baldinoboy

    Baldinoboy

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    Know a few users that have this issue. Nothing they can do either.

    Yeah I agree. Can not really use Unity's water. You are really good at figuring things out so looking forward to see what you can do with water in a fully featured version of Unity.
     
  21. HarD-izzeR

    HarD-izzeR

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    Guys.How to do it ? When I tried it was just a plane with the "RiverWater" material its not semi-transparent or any shader
     
  22. JulienGn

    JulienGn

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    Hello, could you tell me where to find the manual ?
     
  23. FuzzyQuills

    FuzzyQuills

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    I think it's in the Unity Package? Come to think of it, I might have forgot to pack it, I'll take a look for you.

    FOR EVERYONE ELSE: Since this package is very old, I may be replacing it soon; just need to make my current water implementation portable. (it currently needs a specific "WATER_REFL_TRANSFORM" section in a shader right now)

    EDIT: Just fixed a slew of projection and clipping bugs with my water framework, will be uploading the 2.0 release soon!
     
    Last edited: Dec 11, 2017
  24. Gustavitch

    Gustavitch

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    Hi, and thank you for your great work ! I followed your instructions and everything works, I have a moving water which is very satisfying. However, I would like the water to be transparent, woudl it be possible ? According to the ancient messages of this thread, your shader is supposed to manage this, but I couldn't find anything about transparency.

    Thank you!
     
    FuzzyQuills likes this.
  25. Gustavitch

    Gustavitch

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    Hi again,
    I forgot something in my last message, and I would like to ask you. I would like the water surface to be generated during a script. And I can't manage to access the River Refraction script which is given to the main camera. The first thing I tried was GetComponent<RiverRefraction> on the camera, but Unity doesn't know it. Is it any kind of solution to it ?

    Thank you in advance !
     
    FuzzyQuills likes this.
  26. FuzzyQuills

    FuzzyQuills

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    It sounds like you have the water layer also being rendered in the refraction camera; set the culling mask to exclude it, and set your water surface to the water layer.

    With that said, I'm about to upload a different shader soon that will work better than this one. (Especially performance wise, as this ancient asset uses ReadPixels)