Dragon Water Config
General
- Auto Time Simulation - if enabled,
DragonWaterManager.Instance.Time
will be incremented automatically withTime.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.