دانلود پروژه WaveMaker v2.3 برای یونیتی
Asset Store - WaveMaker
پروژه WaveMaker برای یونیتی
پروژه WaveMaker برای یونیتی : این پروژه شبیه سازی موج ریل تایم است که بر روی یک مش مستطیل شکل رویه ای ایجاد شده است ، WaveMaker سیال با اجسام صلب تعامل دارد و همچنین به برهمکنش پاسخ میدهد ، مانند یک توری معمولی کار می کند بنابراین می توان از هر ماده ای استفاده کرد ، با سافت ساز همراه باشید.
ویژگی های این پکیج :
- شبیه سازی سیال ریل تایم مبتنی بر ارتفاع فیلد بر روی CPU
- ویژگی های مش برای کار با نور در زمان واقعی به روز شد
- سلسله مراتب صحنه آگنوستیک
- شامل پارامترهای سرعت موج، میرایی و صاف کردن
- حالت تعامل ساده بر اساس سرعت نسبی برای هر شکل یا جهت سطح
- موقعیت و چرخش سطح دلخواه، طول و عرض
- بسیاری از صحنه های نمونه و ایجاد میانبرهای منو گنجانده شده است
- و..
عنوان : Asset Store – WaveMaker
فرمت : unitypackage
کاتالوگ : ندارد
موضوع : پروژه یونیتی
شرکت سازنده : Unity Asset
Asset Store – WaveMaker
Real-time wave simulation on a procedurally created rectangular mesh. The fluid interacts with rigidbodies as well as respond to interaction. It works like a normal mesh, so any material can be used.
Key points of WaveMaker compared to similar assets
This is a mesh modifier, not a visual trick done with shaders. That means it is actually simulated in 3D in the CPU, so devices with GPU support limitations are supported.
Your shaders don’t need to be specific for this asset, if your shader works with a normal mesh, it will work with WaveMaker, so it supports the same rendering pipelines as your shader.
It is a two-way coupling system: Water can affect rigidbodies, volume occupancy is calculated and objects generate waves at the same time. If you pay attention, most buoyancy systems can’t do this, allowing for a different way of interaction for your game.
You can use the API of the interactors and surface to gather simulation data and use it for your own purposes.
What the asset CAN do…
Create small, medium or long surfaces like pools, portals, ponds, simple river shapes…
Generate waves reacting to selected colliders
Apply forces to selected rigidbodies to make them float and drift while generating waves due to volume occupation. Complex rigidbody with overlapped setups supported
Make the waves look like water, mud, cream and denser liquids at the resolution you want
React to static objects or borders by painting the areas of the surface you want to be fixed
Works like any other mesh with your own material (hide parts with transparency, change look using shaders, use the API to generate your own effects. etc)
Current Features
Support from Unity 2020.3.48 until 2023.2.16. and all rendering pipelines
Heightfield-based realtime fluid simulation on CPU
Mesh properties updated real-time to work with lighting
Scene hierarchy agnostic
Wave speed, damping and smoothing parameters. Substepping to avoid inestabilities
Simple interaction mode based on relative velocity for any shape or orientation of the surface
Advanced interaction mode based on occupancy of liquid volume for more advanced features on horizontal surfaces like Buoyancy and drifting (floating forces).
Arbitrary surface position and rotation, length and width
Areas can be fixed manually or automatically to ignore them and allow waves to “hit” on them
Timestep independent
Idle/rest status of surfaces to reduce computation to a minimum
Many example scenes and create menu shortcuts included
What the asset CAN’T do in the current version…
No breaking waves
Not suited for huge surfaces like oceans, complicated river shapes and waterfalls
It is not a water shader, it’s a mesh modifier. No FXs are included. You must use your own shaders / materials and use the API to gather and use the data provided
Aerodynamics (effect of wind and such), shore slowdown and similar effects
Different behaviour of the surface depending on water depth
MeshColliders cannot be used as interactors. Simple colliders should be used instead
Technical details
More details and animated examples in the Official WaveMaker Documentation
More Technical information:
Heightfield-based realtime fluid simulation on CPU
Two-way coupling simulation: Waves affect objects and objects generate waves at the same time.
Mesh normals updated real-time to work with lighting
Possibility to add substepping to avoid inestabilities and increase simulation speed
Arbitrary surface position and rotation, length and width. It works in local space
A file with the resolution and fixed cells is stored and can be shared between surfaces
Timestep independent
Fixed Update simulation time depends on the type of simulation. It can go from 0.01ms to 4ms in the worst case scenario (many floating objects occupying the whole surface). Generally it stays between 0.2 and 1ms. It also depends if extra postprocesses are applied, like Normal Smoothing.
حجم کل : 3 مگابایت
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