Stylized Water 3 – Documentation

Stylized Water 3

Stylized Water 3
Version: 3.0.1
Review

8.Roadmap #

There really is no shortage of ideas, and there are still plenty of things I want to work on! These are some features that are slated for R&D or are in an early stage. A general design principle if that everything should remain plug & play, and can be disabled entirely to avoid a performance impact for unused features.

I must, however, stress that anything written here is not concrete and subject to change.

Seeing as development continues with Stylized Water 3, new features or improvements will not be backported to Stylized Water 2

The Trello board, used to manage development tasks can be publicly viewed here:

Trello Board

The Underwater Rendering extension is still undergoing its Unity 6 transformation, it will be released at a later time.

After release (R&D):

  • Further improvement of screen-space reflections.
  • Water effect trigger script functionality.
  • Support for Tessellation when URP’s “GPU Resident Drawer” is enabled (if at all possible).
  • MicroVerse content prefabs.

Support for WebGL is rapidly fizzling out, in favor of WebGPU.

Note on Unity 7: This new generation of the Unity engine will see the rise of the Unified Renderer and the Block Shaders framework. Adopting both of these new paradigms will require a structural rework, particularly on the shader front. It won’t be possible to keep Unity 6 compatibility, therefore a separate version of Stylized Water will likely be release, available as a paid upgrade.

Extensions

Flowmaps

Decal-like objects can dictate the perceived flow of the water surface.

Create a flowmap object, with a specific box-size and enables you to paint a flow map within this area. The painter is GPU based, so isn’t per-vertex, and allows for greater detail. This allows the use of brushes (modeled after Substance Painter).

Splines can be used to drive the flow, next to manual painting. But this specific feature would be rebuilt on Unity’s native spline tool when it releases.

Status: Previously prototyped, basic functionality worked, but the painter tool needs a lot of UX work. The flow of the water will mainly be noticeable when using surface foam and strong reflections, it has little use of simplistic art styles. Not unimportant: every texture that uses the flow map requires to be sampled twice. In many AAA games you’ll mainly see this used on rivers.

Buoyancy physics

Transforms a Rigid Body into floating objects. May be used for props or boats (in combination with a controller).

Status: Prototyped. Even a year after its initial prototype I feel this is not asset store ready. Every ship needs a lot of tweaking in order to strike a balance between proper buoyancy behaviour and realistic physics settings (eg. mass and drag), this puts a lot of emphasis on requiring in-depth documentation and continued support on a per-user basis. Given the wide spread of use cases, this sort of functionality is probably best created in-house and tailored to specific needs (ranging between arcadey to realistic).

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Last updated on October 21, 2024
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