Author Topic: Tasharen Water  (Read 126232 times)

devogen

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
Re: Tasharen Water
« Reply #120 on: April 10, 2014, 04:34:58 AM »
Hi, I bought this yesterday and can't seem to change quality settings...

I flip the menu, I select say, high quality and it just flips back to 'fastest' I am running an 8core amd with plenty of ram and the latest version of Unity,so it's a bit wierd...

So yeah, I basically can't use any setting other than the lowest :/ The text also turns blue which is wierd.


ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Tasharen Water
« Reply #121 on: April 10, 2014, 08:19:42 AM »
What quality settings are you on, and what's your target platform?

devogen

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
Re: Tasharen Water
« Reply #122 on: April 10, 2014, 04:14:18 PM »
What quality settings are you on, and what's your target platform?

Well, I thought I was on fastest trying to get to best quality. I can't seem to change from low to high...

Target platform is Windows, but.. Am I missing something then?  I sent you a screenshot of where im trying to change the quality, and you ask me what quality settings im using?

baffling..

Is there somewhere else to change the quality settings of your plugin other than the screenshot I showed? Being a public variable I dont understand why i cant change this option.
« Last Edit: April 10, 2014, 04:49:11 PM by devogen »

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Tasharen Water
« Reply #123 on: April 11, 2014, 08:22:35 AM »
I was asking about quality settings, as in, in Unity itself. Quality Settings options page. Not the property on the water script.

devogen

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
Re: Tasharen Water
« Reply #124 on: April 11, 2014, 09:45:35 AM »
I was asking about quality settings, as in, in Unity itself. Quality Settings options page. Not the property on the water script.



And still, every time I change the settings in your script to anything but 'fastest' it just reverts automatically back to fastest, when I have it set to max on everything.

I wanted one thing from your plugin and that was to have something,anything show reflections of static objects on water - thats it.

As I said, am I missing something? This is getting pretty frustrating I have to say.

devogen

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
Re: Tasharen Water
« Reply #125 on: April 11, 2014, 10:19:46 PM »
Hello?

Sorry I'm trying to get one thing working, and it's possible it might not even work after all -so to save you the time and effort

Do reflections on water work in the free version of Unity?

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Tasharen Water
« Reply #126 on: April 12, 2014, 04:12:59 AM »
No, reflections don't work in the free version of Unity.

http://www.tasharen.com/forum/index.php?topic=1270.msg6636#msg6636

devogen

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 5
    • View Profile
Re: Tasharen Water
« Reply #127 on: April 12, 2014, 05:10:54 AM »
No, reflections don't work in the free version of Unity.

http://www.tasharen.com/forum/index.php?topic=1270.msg6636#msg6636

Could you put that in the asset store description maybe? It's a tad misleading. I could have saved $45 (and both of us some trouble)  and bought another one of your plugins that actually was useful to me instead. And in advance, a response to the obvious replies... if I could afford the pro version of unity, would I be buying a $45 water asset? no. I'd be buying the $400 one.

All good,thanks for the answer, I'll just get the asset refunded. cheers.


capitalj

  • Jr. Member
  • **
  • Thank You
  • -Given: 5
  • -Receive: 0
  • Posts: 88
    • View Profile
Re: Tasharen Water
« Reply #128 on: April 29, 2014, 07:51:16 PM »
Hey, I've just purchased the water and was wondering if it's possible to adapt a few things to make it work in large scale? My game uses a 1:1 scale, so my play area is around 15000x12000 unity units. I have to stretch out the water to around 10000x10000.

1) The tiling option in this case is limited so even at the smallest tiling value it looks very tiled. Can I change this in the shader or some other way to match the tiling to my game's scale better? Found the value to adjust inside the shader :)

2) Is the a way to increase the shoreline size? Again at this scale the shorelines are very thin and when zoomed out barely visible. It would be great to be able to increase their "thickness" so they extend out further from the shore.
« Last Edit: April 30, 2014, 12:11:04 AM by capitalj »

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Tasharen Water
« Reply #129 on: April 30, 2014, 07:23:07 PM »
One of the values on the material controls the foam (what you call shoreline). Just play with them to see what each of them does.

I would also suggest you be careful with large numbers. Floating point values are quite limited, and physics will start behaving quote oddly.

capitalj

  • Jr. Member
  • **
  • Thank You
  • -Given: 5
  • -Receive: 0
  • Posts: 88
    • View Profile
Re: Tasharen Water
« Reply #130 on: May 02, 2014, 01:39:41 AM »
So I tried adjusting this line in the shader:
// The amount of foam added (35% of intensity so it's subtle)
half foam = nmap.a * (1.0 - abs(col.a * 2.0 - 1.0)) * 0.5;

but a higher value just makes the existing foam brighter, not wider/bigger. Is is possible to make the foam go further from the shoreline so that it is several times wider/thicker?

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Tasharen Water
« Reply #131 on: May 02, 2014, 09:59:24 AM »
Don't modify the shader. Modify the values on the material instead. There is a set of 4 values at the end: Inverse Alpha, Depth and Color ranges. Play with those values, see what they do. The first one (inverse alpha) is what controls the foam.

MainMe

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 10
    • View Profile
Android device problem
« Reply #132 on: June 30, 2014, 03:50:49 AM »
Hello
I have some problem in android devices

Tasharen Water
Pos : (0.0,-1.27,500)
Scale : (3000,200,3000)

Camera
Pos : (0,0,0)

water seems slightly broken.



However, when the position of the camera is moved

Camera
Pos : (1001.216,0,499.485)

Water seems broken.


This problem occurs only on android devices.
« Last Edit: July 06, 2014, 04:42:09 PM by MainMe »

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Tasharen Water
« Reply #133 on: July 01, 2014, 06:43:21 AM »
Those look like texture compression artifacts to me. Change the water texture import settings to be Truecolor.

frostamation

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 7
    • View Profile
errors when using water
« Reply #134 on: July 01, 2014, 05:31:25 PM »
I am using the water and the Multi-Purpose Game Starter Kit,

i have 2 RandomGenerator.cs scripts, one inside Terrain kit/scripts/ and one inside water example/scripts/
causes this error: Assets/Tasharen/Water Example/Scripts/RandomGenerator.cs(4,14): error CS0101: The namespace `global::' already contains a definition for `RandomGenerator'


Also the TasharenWater shader is throwing an error, which is probably causing the pink water. i get : shader has errors or is not supported by vid card. Im using a firepro w5000 so im sure thats not it.

the errors it lists below are:

tex2Dproj : no matching 2 parameter intrinsic function; possible intrinsic functions are : tex2Dproj(sampler2d, float4 / half4 / min10float4 / min16float4

implicit truncation of vector type

Edit Update:

After deleating the tasharen water demo, to get rid of the extra randomgenerator.cs script, i now get 5 now errors:

Assets/MPGSK/Terrain Kit/Scripts/MergeMeshes.cs(179,33): error CS0103: The name `TWTools' does not exist in the current context

same error with same script except on different lines: 179,278,301,302,303. all with TWTools

Edit Update2 :

After i commented out the TWTools from the MergeMeshes.cs script i got the errors to go away and the TasharenWater.cs script now shows up in the inspector correctly with the available options for editing. The water is still pink and the Tasharen Water Shader still has the same two errors as mentioned above:

tex2Dproj : no matching 2 parameter intrinsic function; possible intrinsic functions are : tex2Dproj(sampler2d, float4 / half4 / min10float4 / min16float4

implicit truncation of vector type
« Last Edit: July 01, 2014, 07:12:34 PM by frostamation »