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Package repo containing the water system created for the URP Boat Attack demo project.

License: Other

C# 78.17% ShaderLab 8.23% HLSL 13.60%
billing-5054 owner-universal-rp-team

boat-attack-water's Introduction

Boat Attack Water

openupm

This repo contains the Unity package for the water system that is used in the Universal Render Pipeline demo 'Boat Attack'. The package is under constant development and is not supported in any official capacity.

image

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boat-attack-water's Issues

Does not work with stace orthographic camera

I have a base camera with a stack of 1 orthographic camera. The water does not work with your version of the water.
I have been using a relatively older version (extracted from the official boat attack demo) that works fine with my setup.
Screen Shot 2022-01-28 at 4 05 46 PM

UNITY_REVERSED_Z not defined on 2021+

Hello. I have been trying to build using WebGL. It all works very well on i.e. Unity 2020.3.25f1, unfortunately when trying to do this on i.e. Unity 2021.2.10f1, I get an error in the Water.shader file saying: UNITY_REVERSED_Z is not defined. Unfortunately, I don't have any idea bout shaders. Any idea how to fix this? Thanks ~

Make reflection enable / disable based on camera

I have 3 cameras in a scene: Main, Satellite, Froward Gun. I would like reflective water, but only on the Main camera. Is it possible to have a way to enable / disable reflective water so its only reflective on selected cameras? So on a per-camera basis?

Water not rendering on iOS

I have the depth and opaque texture enabled, but the water doesn't show up on iOS 15 (iPhone 6s). Using Unity 2020.3 LTS. Works on all other platforms. Original water from Boat Attack demo also works.

Expected result:
rendered

What I get:
not rendered

Reflections not working properly in VR

Unity 2021.2.14 - Oculus XR plugin 1.11.2

Editor looks good
editor

VR Multi-pass rendering - reflections are half the width they should be.
oculus-multi-pass

VR Single-pass instanced - much more broken...
oculus-single-pass-instanced

Changing Render distance on shader?

Twoproblems

Awesome asset!
I just have 1 little issue.
Above you can clearly see, under the camera (the shader I presume) renders a circle of high quality waves. But as you can see from this distance its way too small.
I tried adjusting the LOD parameters on the water meshes, but it doesnt work unfortuately, I also tried to scale the water model meshes (in import settings) but again it didnt work unfortunately, so thats why im thinking this has to be a shader.

How do I increase the size of that render?

Thank you!

The UNKNOWN_OBJECT_TYPE WaterDepth.DepthValues

When I attach BuoyantObject:

InvalidOperationException: The UNKNOWN_OBJECT_TYPE WaterDepth.DepthValues has not been assigned or constructed. All containers must be valid when scheduling a job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at <3b24cc7fa9794ed8ab04312c53e6dedd>:0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at <3b24cc7fa9794ed8ab04312c53e6dedd>:0)
WaterSystem.GerstnerWavesJobs.UpdateHeights () (at ./Packages/com.unity.urp-water-system/Runtime/GerstnerWavesJobs.cs:183)
WaterSystem.Ocean.LateUpdate () (at ./Packages/com.unity.urp-water-system/Runtime/Ocean.cs:256)

UNKNOWN_OBJECT_TYPE WaterDepth.DepthValues has not been assigned or constructed

Getting this error, Ive tried different things but to no avail, this is the first time im working on a Job/Burst system though.

InvalidOperationException: The UNKNOWN_OBJECT_TYPE WaterDepth.DepthValues has not been assigned or constructed. All containers must be valid when scheduling a job.

Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at <4a31731933e0419ca5a995305014ad37>:0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at <4a31731933e0419ca5a995305014ad37>:0)
WaterSystem.GerstnerWavesJobs.UpdateHeights () (at Assets/boat-attack-water/Runtime/GerstnerWavesJobs.cs:173)
WaterSystem.Ocean.LateUpdate () (at Assets/boat-attack-water/Runtime/Ocean.cs:218)

As this project wasnt a .unitypackage, I just dropped it into my Assets folder as you can see, maybe thats why its breaking?
All WaterSystemSettings, WaterResources, etc (Scriptable Objects) are all set and filled in as they should be. No other errors. I already tried changing the settings on those SOs but that doesnt seem to be related and working fine.

Weird water clip-off (Linux, Vulkan)

I'm running Unity 2022.1.5f1 with URP 13.1.8 and the GitHub version of Boat Attack Water. I'm getting this weird cutoff no matter what settings I use both for URP and Water. I'm using Vulkan with an Nvidia GPU on Fedora 36.
image

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