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Terrain, how to visualize water

Discussion in 'General Graphics' started by jomsa, Dec 10, 2017.

  1. jomsa

    jomsa

    Joined:
    Nov 10, 2013
    Posts:
    23
    Hi,

    I am using unity terrain to visualize my procedural world. The world has simulated water flow across the whole map. I am wondering how to go about visualizing this data over the terrain?

    So basicly every cell of the map has water, but when it gets enought deep, it starts to work as an actual water stream (wont go too much into details). The water has flow direction and volume, and i was myself hoping for solution like the water in Cities Skylines but i have no idea how to implement something like that.

    Also the water does not just exist on flat plane, it is ofcourse on the hills etch, so just "plane" water wont work.

    Any ideas?
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    You're being really vague so I don't think I can help other than guess.
     
  3. jomsa

    jomsa

    Joined:
    Nov 10, 2013
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    Sorry, i'll try to explain more clearly.

    I need to show the player where the water is at on the Terrain. I am looking for ideas how to go about it, since i cannot use the terrains own splatmaps (dont want to waste a slot for water, as i am using many allready).

    In cities and skylines, i think they had meshgrid underneath the terrain mesh, and it cut thru the terrain when there was water. I am not sure how to do this. Nor i am sure its the best way to go. So i am looking for alternate ideas, asset suggestions, tips and/or tricks on how to show the player there is water on the map. (the hard part is, that it is constantly changing its amount and position on every cell, eg. flowing).

    So i was wondering if there is a way to for example do some strange terrain shader trick to tint the terrain when its "wet" or.. something. I am sort of out of ideas how to tackle this problem.
     
  4. hippocoder

    hippocoder

    Digital Ape Moderator

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  5. jomsa

    jomsa

    Joined:
    Nov 10, 2013
    Posts:
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    Yeah that looks awesome. It certainly as such would do the trick. But with it comes a lot i do not need and thus make me worry about the extra coding required to drive that system. But yeah.... something exactly like that, i just wish i could snag just the stream tech from there. (might send message to this Booth guy about it)