Author Topic: Tasharen Water  (Read 75904 times)

kurosid

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Re: Tasharen Water
« Reply #60 on: July 15, 2013, 01:35:57 AM »
Hello there! I just wanted to ask if the water only works with the Unity terrain, or does it also work with custom meshes?

ArenMook

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Re: Tasharen Water
« Reply #61 on: July 15, 2013, 06:46:41 AM »
Works with any objects that happen to use a shader that writes to depth.

scalant

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Re: Tasharen Water
« Reply #62 on: August 21, 2013, 04:52:45 AM »
Hi.
I bought this pack and it works in most cases, but often on computers with Windows XP water appears in "magenta/pink". On these computers Unity Editor gives the following errors: Material doesnĀ“t have a texture property "_WaterText", "_ReflectionTex", "_Cube", "_Color0", "_Color1", "_Specular",... and others similar.

Any idea why is that?
It occurs in many computers. A five per cent of the computers I've tried, which are many.

Thanks.

ArenMook

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Re: Tasharen Water
« Reply #63 on: August 21, 2013, 09:40:17 AM »
Magenta means the shader was not compiled successfully. Do those computers support shaders? Water won't work if shaders are not supported. For example Intel GMA 950 videocard doesn't.

scalant

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Re: Tasharen Water
« Reply #64 on: August 22, 2013, 04:50:09 AM »
Well, that will be the cause. Because it happens on older computers with Intel graphics cards, yes.

I'll think about how to solve that problem, because I need you to run on all computers. Any idea? Is there any way of knowing when a card supports shader or not to turn off the water?

Thanks, again.

ArenMook

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Re: Tasharen Water
« Reply #65 on: August 22, 2013, 09:25:55 AM »
You can do that in the shader itself. The way Unity shaders work is they choose the first pass that's capable of drawing it. The water has several inside for different shader quality levels. You'd need to add a new section for "no shader support".

But in all honesty, all you will be able to get there is a flat untextured color by that point.

Unity is flat out dropping support for videocards that don't support shaders. You should too. There is no point in supporting ancient hardware from 12+ years ago.

scalant

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Re: Tasharen Water
« Reply #66 on: August 27, 2013, 05:41:00 AM »
I try to do what you say, so when the graphics card is old at least the water will not all "pink".
Thanks you very much.

jeaky

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Re: Tasharen Water
« Reply #67 on: September 17, 2013, 02:46:54 AM »
hi, ArenMook. I use 3dsmax created a plane and export to unity pro, the shader's reflection is not correct, perhaps axis problem, how to fix it? thanks.

ArenMook

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Re: Tasharen Water
« Reply #68 on: September 17, 2013, 01:18:22 PM »
Check your UV mapping. Make sure when you texture it with a regular texture it looks as you'd expect.

jeaky

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Re: Tasharen Water
« Reply #69 on: September 17, 2013, 11:19:03 PM »
Hi,ArenMook, thanks for reply. I have gave the plane unwarp uvw, but sitll not correct at High Reflection Mask.please check the fbx file in attachments, where is wrong? and if I drag the Tasharen Water prefab into scene, the prefab's high reflection mask is correct, then I try give default water shader to my plane, the reflection will change to wrong yet.

ArenMook

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Re: Tasharen Water
« Reply #70 on: September 18, 2013, 01:28:37 PM »
That FBX comes with a rotation of 270 on the X, so Tasharen water thinks that your plane is rotated and reflects everything accordingly.

You need it to be (0, 0, 0) all around. When exporting from 3ds max, change the pivot's rotation to be (-90, 180, 0)

jimmy3d

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Re: Tasharen Water
« Reply #71 on: September 26, 2013, 06:33:29 PM »
How do you slow down / speed up the waves?

Can you resize the waves?

Some global variables would be great!!!

cheers,
jimmy

ArenMook

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Re: Tasharen Water
« Reply #72 on: September 27, 2013, 06:49:12 PM »
You can adjust the speed by tweaking the shader itself.  You can resize the waves by tweaking one of the parameters on the material.

O4karitO

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Re: Tasharen Water
« Reply #73 on: September 30, 2013, 09:21:18 AM »
Great package!
Is there any way to force it to create foam not only near the terrain, but near other objects (like imported meshes etc)?

ArenMook

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Re: Tasharen Water
« Reply #74 on: September 30, 2013, 10:39:42 AM »
It does, as long as those objects use a shader that writes to depth.