This, of course, is highly dependent upon the quality settings of your water, the complexity of the simulation, and the amount of water pixels displayed on screen. Through measuring, we learned that water rendering time takes approximately 4ms on the GPU on the latest generations, whereas previous generations’ consoles took around 7ms. We measured the performance of the Glacier scene, where most of the features are activated on various consoles, and have profiled the Water System based on this. Water deformers can locally modify the simulation to create waves, as showcased in the Island sample, or a waterfall, as illustrated in the Glacier sample.Note that color cannot be changed since decals are only treated as grayscale. They can be also used to simulate wetness on the sand or rocks (see: the Island sample scene) or caustics on the walls (see: the Glacier sample scene) independently from the water system. Decals can be added on the water to create local foam, override the smoothness of the water, or simulate small local deformations such as droplets, impacts, or custom ripples by using a normal map.The Water Mask allows you to attenuate or suppress ripples, swell, and foam on a specific portion of a water surface.Multiple components allow you to customize the simulation, foam, and currents to create these local variations or more complex effects: For example, to remove the water geometry inside a boat, add breaking waves near the shore on the seasides exposed to the swell, produce foam around rocks, modify local currents, shape calm areas inside bays, create a waterfall in the middle of a river, or generate small whirlpools in a river or a giant vortex in the middle of the ocean. To look more realistic, the water surfaces and simulations need to be modified locally to better integrate with your world and props. There are limitations to water rendering in 2022.2, some of which have been addressed in 2023.1 (seeing water behind Volumetric Clouds, precise waterline) or will be for 2023.2 (improved performance, support for rendering transparent surfaces overlapping water). For a clean Caribbean Sea, you’d have a large absorption distance coupled with a cyan scattering and refraction color, whereas for a dirty river, you’d want a dark brown scattering color and a quasi-opaque river with a small absorption distance. Then you can change the absorption distance and refraction color, to control how transparent your water is and the tint applied to objects you see through water refraction. The scattering color works like the base color of the water, so you need to start there to set up the general feel. You can adjust the smoothness, refraction, absorption, diffusion, and light-scattering properties of a water surface. The Water System comes with an off-the-shelf, physically based water shader designed from a recently introduced lighting model in HDRP, also available for Shader Graph for customization. Now that you’re fully briefed, let’s dive into each system. The Water Line scene showcases the customization of the water’s surface level and underwater rendering using a custom pass, generating a larger blurry separation and simulating the effect of water on a camera lens.
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