Unity includes several water Prefabs (including the necessary Shaders, scripts and art Assets) within the Standard Assets packages. Separate daylight and nighttime water Prefabs are provided.
Note that the water reflections described in this document do not work in VR.
Place one of the existing water Prefabs into your Scene. Make sure you have the Standard Assets installed:
The Prefab uses an oval-shaped Mesh for the water. If you need to use a different Mesh, change it in the Mesh Filter of the water GameObject:
Simple water requires attaching a script to a plane-like mesh and using the water shader:
Reflective/refractive water requires similar steps to set up from scratch:
These properties are used in the Reflective and Refractive water Shaders. Most of them are used in the Simple water Shader as well.
|Wave scale||Scaling of waves normal map. The smaller the value, the larger water waves.|
|Reflection/refraction distort||How much reflection/refraction is distorted by the waves normal map.|
|Refraction color||Additional tint for refraction.|
|Environment reflection/refraction||Render textures for real-time reflection and refraction.|
|Normalmap||Defines the shape of the waves. The final waves are produced by combining these two normal maps, each scrolling at different direction, scale and speed. The second normal map is half as large as the first one.|
|Wave speed||Scrolling speed for first normal map (1st and 2nd numbers) and the second normal map (3rd and 4th numbers).|
|Fresnel||A texture with alpha channel controlling the Fresnel effect - how much reflection vs. refraction is visible, based on viewing angle.|
The rest of the properties are not used by the Reflective and Refractive Shaders, but need to be set up in case the user’s video card does not support it and must fallback to the simpler shader:
|Reflective color/cube and fresnel||A texture that defines water color (RGB) and Fresnel effect (A) based on viewing angle.|
|Horizon color||The color of the water at horizon. `this is only used in the Simple water Shader.|
|Fallback texture||Define the fallback Texture used to represent the water on really old video cards, if none of the better looking Shaders can run.|
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