![]() ![]() Provide an approximate reflection of the scene. Screenspace reflections (SSR) use the existing rendered scene in the frame buffer to Objects that will be seen in a reflection. On the Reflect Cam (located under the Ocean prefab) so that it only renders major To improve performance on planar reflections, set a culling mask Redrawn, so complex scenes can have a large performance hit. Look the best and are the most accurate, but they require that the scene be Reflections are also important when looking at performance. It to lower values will increase performance, but lose detail. Pixel shader complexity (see 'Pix Complexity' under 'Wave Settings'). Smooth the wave geometry out and require a lower vertex density for high qualityįor low-end and mobile hardware, the largest performance bottleneck is the Lowering the frequency and amplitude of the waves (see 'Wave Settings'), will Size improves the impression that the waves extend all the way to the horizon, butĪlso creates more meshes and lowers performance. ![]() In front of the camera before they fade into the flat brim mesh. A larger patch size will create more grid meshes over a larger distance 'Patch Size' refers to the patch of grid meshes that are rendered in front of theĬamera. Higher densities result in more detailed wave geometry, but also more ![]() Vert Density controls how dense the vertices are in the The most important controls are 'Vert Density' and 'Patch Size' located under The Hydroform Ocean System gives a high degree of control over how detailed the If you are having performance issues, have you taken a look at the manual on how to improve it? You can however change the pixel and vertex complexity on-the-fly which should improve performance and look pretty much the same if you are not near the water. Is there anywhere else in Hydroform scripts that alters this? It certainly seems to be receiving a 'blue hue' in terms of colour from somewhere.Ĭlick to expand.That would be nice, but unfortunately since Hydroform reconstructs all of the geometry every frame, it cannot carry over geometry from the previous frame. I thought it might be the cubeMap reflection but I have set this to none and I still get the same result. I saw your previous post on achieving this by changing the waters colours and I am currently accessing the waterColour variable of the Surface FX and the subsurfaceColor of the SSSFX to change those based on time of day however, it seems I cannot achieve a darker surface by altering these colours.Īs an example in this screenshot I have set both surfaceColour and subSurface colour to Black and this does not effect the overall 'brightness'. I'm currently creating a script to change the water colour in relation to my day/night cycle, but I seem to be having difficulty in actually achieving a 'darker' less bright water surface. Firstly, great asset - amazed at the performance so far. ![]()
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