![]() I'm not attacking you in any way, just explaining what kind of impression you and your work give to a random guy just passing by (like me) who may (or may not) become your future customer. ![]() And, consequently, may end up being way more disappointed. When you make statements about "industry professional" and stuff, your potential customers naturally have way higher expectations for your work than that of an average Joe posting yet another broken asset for sale. Any professional software developer should know basic things like that. Especially when it comes to something you sell for money. It does, however, mean that since you "don't have Macs to test on", as you say, you shouldn't advertise it as working on Mac OS (or whatever else you want to include in your list of supported platforms). It doesn't mean it should run on every combo. I can't get the exact model right now since it wasn't my home computer. The developer of Hydroform has commented that his asset draws to the depth buffer, but for some reason, the water is not detected by the Azure fog effect. ![]() On Mac OS graphics drivers come with OS updates, they can't be updated separately.Īs to Windows machine, it was Windows 7 with an AMD Radeon graphics card. When you make statements like "It will pretty much run everywhere PC, Mac, Linux, consoles, etc.", and then it turns out you didn't even test it on Mac (as well as on all those "Linux, consoles, etc." platforms, I now suspect), that doesn't sound good. Perhaps it would be more honest then to say on the Asset Store page that this is an experimental asset, not suitable for any real production yet. These two statements are somewhat inconsistent, I think. If this is a bug, I'd be happy to share my changes with you! My questions are: is this a known issue, or am I setting up the ocean system incorrectly? What do you suggest as a solution for my case? Will using Camera.main instead of Camera.current cause visual artifacts (it is the only camera that should render the water). But I'm not sure if this is the correct solution, and if it will cause other issues (changing Camera.current in other places causes visual artifacts). ![]() If I change GetCamera() to return Camera.main instead, the water appears (my main camera is the one rendering the 3D environment). Looking into HydroformComponent I realised that it uses Camera.current extensively. (I added HydroMultiCamComp to all cameras, but that in itself doesn't help). The issue is that with this setup the water disappears in game view and play mode, unless all the cameras have a depth level not greater than 0. For example, one camera renders the 3D environment, another the UI, a third one a screen fade effect, etc. I use additive scenes for separating persistent and changing elements of my application, as well as multiple cameras with different culling masks and depth levels for rendering different parts of the visuals. First off, let me tell you that your asset is quite amazing, the water looks so real, and I'm very satisfied with the asset in general. Unity HDRP Free Realistic Water Simple water shader prepared with ShaderGraph in Unity 2019.3.1f1. ![]()
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