Crest is a class-leading water system authored by professional game developers.
FEATURES
Novel Level of Detail System
Both mesh and data are rendered using several LODs. This allows high fidelity up close without sacrificing performance. This system has been used for several years, including multiple successful titles, thus is mature and battle-tested.
Rich Selection of Data
Due to Crest's scalable system, it can execute several data sets. These include Animated Waves (displacement), Dynamic Waves, Water Depth, Water Level, Albedo, Flow, Foam, Shadows, and Surface Clipping. The selection has been expanded since launch to now include Absorption and Scattering.
Powerful Input System
These data sets have accompanying inputs which can inject and manipulate data. They have different modes so you can use renderers (mesh, trail, line, and particles), textures etc as data sources. This includes Shader Graph support.
Query System
Query water displacement, normals, and velocity (using asynchronous GPU read back) to get data to the CPU. Furthermore, other data can be queried like flow and signed-distance to the shoreline.
Physically Based Rendering
Simulated light transport including approximation of reflections, refractions, transmission, scattering, caustics, and shadowing.
Underwater
Underwater effect with pixel-perfect partial submersion. Includes a meniscus (water line), and models out-scattering (darkening with depth).
Water Physics
Buoyancy and drag are provided with a semi-modular floating object system. With layers, physics can be nested to allow floating objects to behave correctly inside other floating objects (eg barrel in a boat).
Deterministic FFT and Gerstner Waves
With innovative "equalizer" style wave authoring, create wave conditions from calm seas to monstrous waves for storms. Multiple wave sets can be blended together, including local waves with edge interpolation. This is the most powerful wave system for Unity.
Shallow Water Wave Attenuation
Dampens waves based on the water depth similar to how they would at shore, and importantly prevents waves from rising above the surface.
Important: This is not the same thing as shallow water simulation, which is a separate asset.
Absorption & Scattering Simulation
Change absorption and scattering at the texel level. Give rivers and lakes different colors, or simulate various beaches by using the shoreline absorption/scattering.
Dynamic Waves Simulation
An advanced dynamic wave simulation used for modelling wakes, ripples, wave reflections, and other forms of waves.
Foam Simulation
A rich foam simulation where foam dissipates over time. Foam contributions can come from turbulence, shorelines, and foam inputs.
Flow
Advects waves, normals, foam, and caustics. Bring your own flow map via a texture or use our many other input modes.
Shadow Simulation
Provides both soft and hard shadows. The former is used for shadowing the water volume; it will vary the softness by the scattering/absorption coefficients. The latter is used to improve on Unity's shadows, which affect specular highlights.
Surface Clipping
This is used to remove the water surface for boats, caves, etc. Holes can be cut using a mesh or signed-distance primitives for extra precision.
Varying Water Level
Change the water level to create elevated lakes. It is possible to create a gradient to create rivers and streams which blend seamlessly with lakes and oceans. Bring your own height map via a texture or use our many other input modes.
Crest 是一款由专业游戏开发者打造的领先水系统。
特色
新颖的细节级别系统
网格和数据均使用多个细节级别 (LOD) 进行渲染。这可以在不牺牲性能的情况下实现近距离高保真度。该系统已投入使用多年,并已应用于多款成功游戏,因此成熟可靠。
丰富的数据选择
Crest 的系统可扩展,可处理多种数据集,包括动画波浪(位移)、动态波浪、水深、水位、反照率、水流、泡沫、阴影和表面剪裁。自发布以来,数据选择已扩展至吸收和散射。
强大的输入系统
这些数据集附带输入功能,可用于注入和操作数据。它们具有不同的模式,因此您可以使用渲染器(网格、轨迹、线条和粒子)、纹理等作为数据源。这包括 Shader Graph 支持。
查询系统
查询水体位移、法线和速度(使用异步 GPU 读回)以将数据传送至 CPU。此外,还可以查询其他数据,例如流量和到海岸线的有向距离。
基于物理的渲染
模拟光传输,包括反射、折射、透射、散射、焦散和阴影的近似值。
水下
像素级完美部分浸没的水下效果。包含弯月面(水线)和向外散射(随深度变暗)的模型。
水体物理
浮力和阻力由半模块化漂浮物体系统提供。通过分层,物理可以嵌套,使漂浮物体在其他漂浮物体内部也能正确运行(例如,船中的桶)。
确定性 FFT 和 Gerstner 波
借助创新的“均衡器”式波浪创作功能,您可以创建从平静海面到暴风雨般的巨浪等各种波浪条件。可以将多个波浪组混合在一起,包括带有边缘插值的局部波浪。这是 Unity 最强大的波浪系统。
浅水波浪衰减
根据水深衰减波浪,类似于岸边的波浪衰减,更重要的是,可以防止波浪上升到水面以上。
重要提示:这与浅水模拟不同,后者是一个单独的资源。
吸收与散射模拟
在纹理像素级别更改吸收和散射。为河流和湖泊赋予不同的颜色,或使用海岸线的吸收/散射模拟各种海滩。
动态波浪模拟
一种先进的动态波浪模拟,用于模拟尾流、涟漪、波浪反射和其他形式的波浪。
泡沫模拟
一种丰富的泡沫模拟,泡沫会随时间消散。泡沫的贡献可以来自湍流、海岸线和泡沫输入。
流动
建议波浪、法线、泡沫和焦散。通过纹理添加您自己的流体贴图,或使用我们其他多种输入模式。
阴影模拟
提供软阴影和硬阴影。软阴影用于为水体添加阴影;它会根据散射/吸收系数改变其柔和度。硬阴影用于改进 Unity 的阴影效果,从而影响镜面高光。
表面裁剪
这用于去除船只、洞穴等物体的水面。可以使用网格或有向距离基元来裁剪孔洞,以获得更高的精度。
变化水位
改变水位以创建高架湖泊。可以创建渐变效果,以创建与湖泊和海洋无缝融合的河流和溪流。通过纹理添加您自己的高度贴图,或使用我们其他多种输入模式。
|
|