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Dragon Water Config

Main configuration window.
Open with: Window > Dragon Water Config.


General

  • Auto Time Simulation - if enabled, 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.
  • Water Renderer Layer - game object layer used for rendering water surfaces. It must be separate layer and it should be installed automatically.

Infinite Ocean Mesh Presets

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.


Cutout Volumes

  • Cutout Layer - game object layer used for rendering cutout volumes. It must be separate layer and it should be installed automatically.

Read more: Cutout Volumes


Underwater Effect

  • Underwater Volume Layer - game object layer used that will be assigned to global URP post-processing volume, when under the water. Usually it will be Default layer.
  • Underwater Volume Priority - underwater global URP volume will be created with this priority.

Read more: Underwater Profile


Ripple Effect

  • Ripple Layer - game object layer used for ripple casters. It must be separate layer and it should be installed automatically.
  • URP Renderer Index - index of URP renderer that will be used by ripple projector.

Read more: Ripple Effect


Build Settings

Additional settings when building player.

Water Shader Stripping

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.:

  • If you never disable specular highlights in material profile - mark _SPECULARHIGHLIGHTS_OFF as Never Include, so variants with disabled specular highlights will never be processed.
  • If you always use normal maps in material profile - mark _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.


Debug

Configure logging level and enable debug inspectors.

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Bartek Dragon Docs

Table of Contents

Table of Contents

  • Dragon Water Config
    • General
    • Infinite Ocean Mesh Presets
    • Cutout Volumes
    • Underwater Effect
    • Ripple Effect
    • Build Settings
      • Water Shader Stripping
    • Debug

Dragon Water

  • About
  • Changelog
  • Getting Started

Documentation

  • Water Surface
  • Wave Profile
  • Material Profile
  • Underwater Profile
  • Dragon Water Config
  • Cutout Volumes
  • Ripple Effect
  • Local Wave Areas

URP

  • URP Render Feature

Physics

  • Floating Body

Scripting

  • Scripting API
  • Water Sampler
  • Water Behaviour

How-To

  • Build Optimization
  • Multiplayer Synchronization