Fantastic SSR Water
This is the Standard RP version of Fatanstic SSR Water.
Asset Store Link | Youtube Link |
Features
- Three direction realistic waves.
- Support clean and muddy.
- PBR lighting with screen space reflection.
- Realistic refraction.
- Forward SSR, mobile ready.
How to use
- SSR water need camera depth texture, so you should enable depth mode or just add “CameraDepthToggle” component to your main camera.
- Assign “BadDog/BGWater” shader to your water material, then assgin the material to your water plane.
- Adjust material parameters, and that’s all.
Shader properties
Wave Section
Two wave maps generate three direction waves. You can adjust each wave’s tiling and offset.
Water Base Color
It’s computed as diffuse color.
Water Muddy and Depth
Water can be clean or muddy. Clean water is more transparent than muddy water.
Water’s transparency is computed by depth.
Depth is computed by muddy scale and camera’s view direciton, you can also add a depth offset to adjust the final transparency.
Specular
Specular color is always (0.04, 0.04, 0.04), and you can adjust it’s intensity as you need.
Refraction
Refaction needs Unity’s grab pass. GrabTexture’s uv is distorted by wave normal, and you can adjust the final distort scale.
IBL and SSR
Unity’s reflection probe is used for IBL, but it’s not enough. If you need a realistic realtime reflection, you can enable screen space reflection. IBL and SSR are mixed for the final enviroment lighting.
SSR Sample Count is performance sensitive. For mobile device, max sample count use 8 and sample step use 20 is good enough.
Final
The final water color is mixed by reflection and refraction.
About the examples
There are 3 example scenes:
- testSSR
- testLighting
- testDepthAndMuddy
Choose linear space and check them for details.
All demos are tested using unity 2018 and 2019.
Customer Support:
web | |
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shenpan998@gmail.com | https://fatdogsp.github.io/2020/02/20/My-Assets/ |