DragonWaterManager.Instance.Time
will be incremented automatically with Time.deltaTime
. Disable it if you want to process this value manually.DragonWaterManager.Instance.Time
is the only value that determines a whole state of water system. For multiplayer game, you will need to synchronize this value.
Preset configuration for infinite ocean geometry type (see Water Surface).
It's quite advanced stuff so either experiment with it on your own or use predefined presets.
Read more: Cutout Volumes
Read more: Underwater Profile
Read more: Ripple Effect
Additional settings when building player.
Main water shader uses many keywords.
This gives modularity, but produces thousands of shader variants.
They take a lot of compilation time and unnecessary increase build size.
You can configure here custom shader preprocessor to strip unwanted variants by marking what feature you use or not.
Every listed keyword has a note by what feature it is used, so you can decide what to do.
E.g.:
_SPECULARHIGHLIGHTS_OFF
as Never Include, so variants with disabled specular highlights will never be processed._USE_NORMAL_MAP
as Always Include, so all output variants will always include normal mapping enabled.TIP: If you are not sure about some keyword, leave it default. It is enough to configure stripping for only just a few main keywords to already see a huge improvement in building time and size. Approximately each stripped keyword reduces it by half.
Configure logging level and enable debug inspectors.