Comments (4)
Projected grid should come before the end of 2018.
Thx for the hints on the underwater effects.
from ocean_community_next_gen.
Was able to find a fix by either turning off Reflection (and/or Refraction) or reducing the value of Every X Frames down to 1 in consequence of having lower FPS.
But lowering the Texture Size XY to 256 x 128 seem to have increased the FPS a little.
Also discovered increasing the value of the Reflection Clip Plane Offset from 1 or 1.2 seem to have lessened any artifacts that pops up from time to time.
Still, I wish there was a way to specify more than one GameObject in the Follow field. This is so the seamlines or rather ocean tile separation is not that noticeable in the other Cameras as well and the mists will still be visible in them.
from ocean_community_next_gen.
Hi.
Yes I was about to tell you that the flickering comes from the reflection/refraction cameras.
You should try render after or before them.
The reflection issues should go away when the projected grid solution comes.
from ocean_community_next_gen.
Hi.
Yes I was about to tell you that the flickering comes from the reflection/refraction cameras.
You should try render after or before them.The reflection issues should go away when the projected grid solution comes.
Thanks for the reply! May I ask if you already have an estimated time of release on the Projected Grid or maybe an update?
I was also hoping there is a basic solution for having Underwater Effects even in the current version... Anyhow, I found a free solution (public domain) for nice caustics here if you still haven't found these and is interested but it will require modification to work in Unity 2018+ (download link at the bottom of page). https://www.dualheights.se/caustics/caustics-water-texturing-using-unity3d.shtml
from ocean_community_next_gen.
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from ocean_community_next_gen.