Stylized Water 3
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.
The Trello board, used to manage development tasks can be publicly viewed here:
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.
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.
Buoyancy physics
Transforms a Rigid Body into floating objects. May be used for props or boats (in combination with a controller).