-IMPORTANT! There is a bug in version 1.6 of the engine that prevents this project from working correctly.
-So you should use the "Master Branch" (Dailybuild) version of the engine.
Here is a quick preview:
You can also take a closer look by watching the video below.
If you want to take a more closer look, you can download the demo executable from HERE
- Good looking infinite and fully customizable sea with VTF.
- Does not include FFT. It is heightmap based.
- Projected Vertex method is not used, it is model/tesellation based.
- Copy the "LiteWaterContent" folder into your project's "content" folder
- Copy "CustomDepth.cs", "CustomRefraction.cs" and "Water.cs" files, to your project's source/game folder.
- Add Water model to your scene, then attach the "Water" script to the model.
- Attach the "WaterShader" to the model.
- Be sure water model not casting any shadow.
- Set the water layer as "Bullets" or another layer which you prefer.
- Add a camera then attach the "Custom Depth" script to it. And under the "Render Layer Mask" uncheck the "Bullets" layer.
- Add a camera then attach the "Custom refraction" script to it. And under the "Render Layer Mask" uncheck the "Bullets" layer.
- Select one of the instances (lets say: "WaterSet4") from "Instances" folder and attach it to the water. DONE!
If it seemed too complicated, you can watch the video below.
Feel free to use for your projects. Credits are welcome but not necessary.
Note: Some skyboxes were taken from here. They're free but I still wanted you to know.
You can reach me via pantharay@gmail.com. Have fun!
Emre