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Tasharen Water (water from Windward)

Discussion in 'Assets and Asset Store' started by ArenMook, Aug 6, 2012.

  1. BigB

    BigB

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    tested with all 3 fogs :p
     
  2. ArenMook

    ArenMook

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    So why does it look fine in the web player then?
     
  3. BigB

    BigB

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    It doesn't. in my webplayer.
    It does in the example that you posted maybe because the distance to the landscape is not that big, and the fog is not dense enough ? No clue..
    Is it possible that when you render the landscape to the camera, the landscape is rendered with the lower possible settings, and in the lower settings the detail maps of the landscape are not being rendered ?
    Should I send you my clean project ? (it's just your scene imported and the camera in a different position, just to see if you get the same results inside the editor ? )
     
  4. ArenMook

    ArenMook

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    Sure, send it over. support at tasharen.com.
     
  5. Fourthings

    Fourthings

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    So I loaded up Unity 4 today after changing nothing at all and have started to see this strange artifcating in the Tasharen water, but only in the editor, it looks fine in-game. I tried emulating lower graphics and switching back to no emulation just to force it to refresh but it didn't solve the problem.

    It appears the same way in the Tasharen demo scene also

     
  6. ArenMook

    ArenMook

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    Select some game object and press F.

    That kind of banding is caused by low depth precision in the automatically-adjusted scene camera, and has nothing to do with water.
     
  7. death slade

    death slade

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    @BigB

    Unity's fog doesn't work well with a lot of graphics cards. It tends to be twitchy on some and it doesn't reflect on surfaces with others. Just get some other form of fog (maybe on the asset store) and use that instead.
     
  8. BigB

    BigB

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    @death slade,

    I fixed the problem, the terrain detail textures are not correctly fogged in the reflection texture.
    I just switched off the detail texturing in the reflection and it's working perfectly (and faster too as the detail textures are not rendered in the reflection).
     
  9. death slade

    death slade

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    Glad you fixed it. I've seen a lot of problems with the Unity fog on many different graphics cards that are somewhat lower level so I thought this was the issue.
     
  10. Venged

    Venged

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  11. BigB

    BigB

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    @Venged , You have the normal map texture defined as "normal map" in Unity, just define it as a normal texture and it will work.
     
  12. Venged

    Venged

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    @Big Bob Thanks. How do I do that?

    Robert
     
  13. Venged

    Venged

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    Thanks BigBob - It worked. This looks great!!!

    Robert
     
  14. ArenMook

    ArenMook

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    Unity 4 has a bug in it that repeatedly offers you to change a texture it believes should be a normal map to a normal map. Don't fall for it.

    Tasharen Water texture is not supposed to be a normal map, so when it offers you to "fix it" -- ignore it.

    This happens because I guess Unity 4.0 seems to see the keyword "_NormalMap" and makes certain assumptions -- and doesn't take "no" for an answer.

    The easiest solution to fix it is to open up the water shader and replace "_NormalMap" with something else. I'll also fix it in the next update.
     
  15. Jaimi

    Jaimi

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    Is it possible to adjust the size of the "foam" where the water meets the land?
     
  16. ArenMook

    ArenMook

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    Yeah, one of the numbers at the bottom of the material controls it.
     
  17. bngames

    bngames

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    Does this work with Unity4 and Unity 3.5.5+ ?

    Thanks
     
  18. ArenMook

    ArenMook

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    Yeah it does. Although I must note that the current build of Unity 4 has a bug in it that pops up a "do you want to fix this texture" dialog box that should be ignored (as "fixing" it imports the texture incorrectly).
     
  19. victorMaje

    victorMaje

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    Hey Aren, first of all allow me to say great Asset you got there, beautiful work!
    I do have 1 question though :)
    I'm experimenting with an orthographic camera looking towards the z-axis so the "up" is the y-axis (for reasons of clarity...).
    When I put the water prefab in my scene, I need to rotate it in order for it to face the camera but when I do that, the look of the water gets all jagged up. I can even see it getting stretched as I rotate the prefab. I feel it has to do with how the shader is programmed but I can't quite get how. Could you give some insight on that?
    Basically what I'm asking "is there any way to have the prefab look the same no matter the plane on which it resides"?

    Thanks
     
  20. ArenMook

    ArenMook

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    The water always uses Y-up, regardless of the object's rotation. It also ignores the object's scale and position, using the world position of each vertex instead. That's just how the shader was written. You will dig deeper into the shader code if you want it to behave differently. :)
     
  21. victorMaje

    victorMaje

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    Hello,

    Thanks for the reply.
    Kinda new to Unity so digging deeper I will :) Hopefully I'll find it.
    Thanks again once more, beautiful water asset!
     
  22. sonicviz

    sonicviz

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    HI,
    Is there an easy way to implement underwater surface effect with this? I need both above and below functionality.

    ty!
     
  23. Jaimi

    Jaimi

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    I have renamed the _NormalMap to _WaveMap, but Unity 4 still prompts me to convert the texture to a Normal Map every time I change something in my scene.

    _WaveMap ("Wave Map (RGB), Foam (A)", 2D) = "gray" {}

    The shader compiles, and the properties appear in the inspector correctly. Nothing else appears to use this texture.

    Any ideas?
     
  24. ArenMook

    ArenMook

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    @sonicviz: This package doesn't do underwater caustic effects.

    @Jaimi: Unity saves stuff into the material file and never removes it. Long story short, you can either re-create the material, or use this one: http://www.tasharen.com/temp/water4mat.zip
     
  25. Jaimi

    Jaimi

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    Worked perfectly, Thanks!
     
  26. Detocroix

    Detocroix

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    Is the deferred renderer fixed version in Asset store? If so, it's not working on my machine. I have GTX680 and unity 4.0. The water works in forward rendering but disappears when I switch to deferred.
     
  27. ArenMook

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    The version I have here, which is the same as 1.7 that's on the asset store, works in deferred. Make sure that "ZWrite Off" is not commented out in the shader.
     
  28. sonicviz

    sonicviz

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    What's changed in 1.8?
    I'm still getting the texture import error as well.

    ty!
     
  29. ArenMook

    ArenMook

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    You need to delete the package prior to importing the update. Your material is holding a reference to the non-existing bump map, which points to the normal map, which is what messes up Unity.
     
  30. sonicviz

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    Ok. I did that and I'm still getting Water.psd "A material is using the texture as a normal map|" pop up
     
  31. ArenMook

    ArenMook

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    You're right. I've re-uploaded it.
     
  32. tamalive

    tamalive

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    I love it too much. Thank you very much.
     
  33. creat327

    creat327

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    Hi ArenMook,
    quick question, do you include this into the starter kit too? I mean, they are updated simultaneously? I want the starter kit but if this water is updated more often than the one on the kit, then it would force me to buy both :/
     
  34. ArenMook

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    Which starter kit? Ship one? They are different packages and don't share any of the same code/shaders.
     
  35. creat327

    creat327

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    yes, the ship one. so what's the water included on the ship package then?
    it is more expensive so i was expecting it to have the same water and the boat to top it all
     
  36. ArenMook

    ArenMook

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    Ship package is a game prototype. The water included in that one is different. Ship kit was released roughly a year and a half before Tasharen Water.
     
  37. minevr

    minevr

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    Waoo..Cool
     
  38. creat327

    creat327

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    Aren, any chance you can update the ship package then? it makes more sense to have the latest water on it since it's more expensive package.
     
  39. ArenMook

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    No, they are meant to be completely separate. Ship kit is a game prototype. Water package is a water shader. Two completely different things.
     
  40. Wekthor

    Wekthor

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    Hi, i just started using your water, but i ran into some issues on iOS. I am using Unity Free ( 3.5.7f6 ) and in the editor on mac it looks as it should, but on iOS, its super bright and framerate is around 2 fps. I went through whole topic and tried few things but nothing worked. Its running on armv6 and 7. I tried demo scene, same issue. Tested on Iphone3gs and Ipad1. When the intensity of directional light is down to 0.04 or something and its very dark and the water doesnt have any skybox reflections it looks like in the editor ( its super dark ), but its still very low fps, like 5 fps.
     

    Attached Files:

    Last edited: Mar 14, 2013
  41. ArenMook

    ArenMook

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    The water shader has multiple sub-shaders inside. iOS should be using the very last one. You can try deleting all sub-shaders except the last one to ensure that it's truly happening. Also please use the support forum instead of this thread -- http://www.tasharen.com/forum/index.php?topic=1270.50
     
  42. Wekthor

    Wekthor

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    Hi, thanks for the reply. Unfortunately i had some issues to register on your website, thats why i am asking here.

    Anyway, i tried to delete all other subshaders as you said and left in only the last one, but unfortunately it didnt help. I left in also the CGInclude (line 21 - 63). Still looks same.

    But in inspector the shader throws following error : #pragma target with unknown target 4.0 at line 81 ( tried to change it 3.0 )
     
  43. Alendore

    Alendore

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    is this shader compatible with unity 4 dx11?
     
  44. ArenMook

    ArenMook

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  45. Wekthor

    Wekthor

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    can you please respond on the iOS issue? we still didnt make it work and are waiting for some help from you.
     
  46. ArenMook

    ArenMook

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    Sorry, I thought I had directly? I am at GDC right now, and I don't have any of the hardware with me. I will return home on the 30th and will be able to assist then.
     
  47. Wekthor

    Wekthor

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    Ok, thanks, we will wait till then. I would rather be at GDC too if i could :) Anyway, i tried to fix it with the suggested solution, but unfortunately it didnt help. Talk later then.
     
  48. erran-liu

    erran-liu

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    Hi, ArenMook, I've just try the water, there's one problem.

    There's no distortion on the reflection maps...

    I'm using Unity4.1.2 Pro and my Video Card is nvidia GT650.

    What did I do is only import the package, run it and found it different than the demo on web. The web demo has correct reflection distortion, which didn't work in my editor.

    By the way, when using dx11 for rendering, there's no reflection at all.
     
    Last edited: May 17, 2013
  49. ArenMook

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    The web build was built with DX9, however DX11 should work just fine as well. DX11 support was added at the end of January this year in version 1.9.
     
  50. erran-liu

    erran-liu

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    Let's focus on DX9 version first.

    The reflection of the download package has no distortion on my Unity 4.1.2 Pro, and act same on my workmate's too.

    Do u have any clue how does that happen and did u try it on the latest version of Unity?

    As I thought, the distortion missing happened a lot, most people just didn't notice that. I've just checked the existed posts and found the picture. see? there's no distortion on this guy's too, while his talking about the fog.




     
    Last edited: May 21, 2013