Stylized Water 3 is now available!
As the name implies, this is the continuation of SW2, for Unity 6. A fresh slate allowed me to freely iterate, without having to design around stability, as is the case for regular updates. Many things seemed to work well according to your feedback, and have remained the same. Whilst old backlog items and experimental features were revisited and formalized as new features.
What’s new?
– Rewritten rendering code for Render Graph support
– Revamped wave animations, allowing for various types of waves through a profile system
– GPU-based height query system, making rivers and Dynamic Effects readable
– Water decals, snaps textures onto the water (oil spills, weeds, targeting reticles)
– Improved wave crest foam shading (min/max range + bubbles)
– Ocean mesh component, 8x8km mesh with gradual vertex density
– Waterfall prefabs (3 sizes)
– Puddle prefabs
– Height Pre-pass, allows other shaders to read out the water surface height.
Changelog
Added:
- Option on shader to disable point/spot light: caustics & translucency,
- Waterfall prefabs (mesh, material + particles),
- Support for the Waves feature on rivers,
- Align Transform To Water component now better handles RigidBodies,
Changed:
- Directional Caustics is now a per-material option,
- Screen-space Reflections is now a per-material option,
- Sharp and Smooth intersection foam styles are now merged into one feature,
- “Align Transform To Waves” is now called “Align Transform To Water”,
Removed:
- Integration for Dynamic Water Physics 2 (now deferred to author),
- Non-exponential Vertical Depth (deemed unused) option