2. Release Notes

Important

Release Notes only covers HDRP and URP.

4.9

Breaking

  • Dynamic Waves and Foam simulations now run at configurable fixed timesteps for consistency across different frame rates. Tweaking of settings may be required. See #778 for more details.

  • Change Layer Names (string array) to Layers (LayerMask) on Ocean Depth Cache.

Preview

  • Add wizard for creating local water bodies. See Water Bodies.

Changed

  • Add online documentation.

  • Set up help button linking to new documentation for multiple components, and added material help button.

  • Add inline editing for sim settings, wave spectrums and ocean material.

  • Add Crest icons to sim settings and wave spectrums.

  • Add button to fix issues on some validation help boxes.

  • Add validation to inform whether the depth cache is outdated.

  • Add validation for ocean depth cache with non uniform scale.

  • Add scriptable custom time provider property which accepts interfaces.

  • Validate simulation checkboxes and their respective material checkboxes and inputs.

  • Add “Crest” prefix to component menu items.

  • Organise “Crest” component menu items into subfolders.

Fixed

  • Fix more cases of fine gaps.

  • Fix depth cache not reflecting updated properties when populating cache.

  • Fix RayTraceHelper not working.

  • Fix ShapeGerstner component breaking builds.

  • Fix PS4/PSSL shader errors.

  • Fix local waves flickering in some cases.

  • Fix VFACE breaking shaders on consoles.

  • Fix underwater normals incorrect orientation. HDRP

  • Fix shader errors for latest consoles. HDRP

  • Fix gray ocean by forcing depth and opaque texture when needed in the editor. URP

  • Only feather foam at shoreline if transparency is enabled. URP

Deprecated

  • Assign Layer component is no longer used in examples and will be removed.

4.8

Preview

  • Add new Gerstner component ShapeGerstner with better performance, improved foam at a distance, correct wave direction and spline support (preview). See notes in the Wave conditions section of the user guide.

  • Add new spline tool component Spline which can be wave splines for new gerstner system (preview). See notes in the Wave conditions section of the user guide.

Changed

  • Change minimum Unity version to 2019.4.9

  • Add orthographic projection support to ocean surface

  • Add weight control for Underwater Environmental Lighting component

  • Calculate sub-surface light scattering from surface pinch, to enable other fixes/improvements. May require retweaking of the scattering settings on the ocean material.

  • Improve error reporting when compute shaders fail

  • Change shader level target for combine shader to 3.5 which might fix some issues on Quest

Fixed

  • Fix dynamic wave sim stablity by reducing Courant number default value

  • Remove warning when camera not set which was displaying even when it shouldn’t

  • Change ocean depth cache populate event option to Start

  • Fix for multiple gaps/cracks in ocean surface bugs

  • Fix Follow Horizontal Motion for foam override

  • Fix normals not being flipped for underwater with flow enabled

  • Fix meniscus shader not being enabled HDRP

  • Fix ocean depth cache triggered by other cameras or probes URP

  • Fix underwater effect flickering when other cameras are in the scene URP

Performance

  • Add option on AnimWaveSimSetting to disable ping pong for combine pass. See notes in performance section of user guide.

4.7

Changed

  • Add foam override shader and material to remove foam

  • Add camera property to OceanRenderer. ViewerHeightAboveWater will use camera transform

  • Add option to add downhill force to buoyancy for some floating objects

  • Disable underwater culling if underwater effect is not used HDRP

  • Underwater effect uses stencil buffer instead of depth buffer again HDRP

Fixed

  • Improve platform support by improving texture compatibility checks

  • Fix Unity 2020.2 / RP 10 support

  • Fix shadows not following scene view camera

  • Fix Follow Horizontal Motion not working

  • Fix Strength on Crest/Inputs/Foam/Add From Texture being ignored

  • Query system - fixed ring buffer exhausted error on some Linux and Android platforms

  • Fix shadow data breaking gizmos and GUI HDRP

  • Fix underwater copy ocean material parameters option not working correctly when unchecked HDRP

  • Fix underwater anti-aliasing artefacts around objects (HDRP 10+ required. See underwater documentation) HDRP

Performance

  • Minor underwater performance improvement

  • Improve underwater XR multi-pass support (still not 100%) HDRP

  • Improve underwater XR single pass instance performance HDRP

  • Improve underwater performance when using dynamic scaling HDRP

4.6

Changed

  • Change minimum Unity version to 2019.4.8

  • Improve foam texture

  • Add height component that uses UnityEvents (under examples)

  • Add shadow LOD data inputs

  • Add support for disable scene reloading

  • Add more dynamic waves debug reporting options

  • Disable horizontal motion correction on animated waves inputs by default

  • Make some shader parameters globally available

  • Add reflections to ocean surface underside from water volume HDRP

Fixed

  • Fix precision artefacts in waves for mobile devices when far away from world centre

  • Fix spectrum editor not working in play mode with time freeze

  • Fix build error

  • Fix UnderwaterEnvironmentalLighting component restoring un-initialised values

  • Fix precision issues causing very fine gaps in ocean surface

  • Fix some memory leaks in edit mode

  • Fix mesh for underwater effects casting shadow in some projects URP

  • Fix caustics moving, rotating or warping with camera for URP 7.4+ URP

  • Fix caustics breaking for VR/XR SPI URP

  • Fix underwater material from breaking on project load or recompile URP

  • Fix underwater surface colour being added to transparent parts of ocean surface when underwater HDRP

  • Fix sample height warning for XR multi-pass HDRP

  • Fix underwater caustics not working in build due to stripping HDRP

  • Fix shadows breaking VR/XR single pass instanced HDRP

  • Fix deprecated XR API call warning HDRP

  • Fix underwater breaking camera when ocean is disabled during run-time HDRP

  • Fix ocean falloff parameters allowing bad values HDRP

Performance

  • Improve performance by reducing work done on scripted shader parameters every frame

4.5

Changed

  • Add option to ocean input to allow it to move with ocean surface horizontally (was always on in last version)

  • Allow save depth cache to file in edit mode

  • Remove ocean depth cache updating every frame in edit mode

  • Improve feedback in builds when spectrum is invalid

  • Improve spectrum inspector

  • Validate OceanRenderer transform component

  • Validate enter play mode settings

  • Add soft/volume shadows support HDRP

  • Add light/shadow layer support HDRP

  • Remove caustics strength scaling by sun light and sea depth HDRP

  • Add option to clip ocean surface under terrain URP

  • Use local shader keywords URP

Fixed

  • Fix undo/redo for spectrum inspector

  • Fix dynamic waves crashing when flow or depth sim not enabled

  • Fix culling issues with turbulent waves

  • Fix precision issues causing gaps in ocean surface

  • Fix shadow sampling not following camera after changing viewpoint

  • Fix shadow sampling not following scene camera

  • Fix caustics and shadows not being correctly aligned

  • Fix material being allocated every frame in edit mode

  • Fix underwater effect for MSAA HDRP

  • Fix many cases where gaps would appear with underwater effect HDRP

  • Fix underwater effect rendering at top of viewport in certain cases HDRP

  • Fix shader errors for HDRP 8.2 HDRP

  • Fix underwater effects for URP 7.4+ URP

4.4

Changed

  • Gerstner waves from geometry shader - allow wave scaling using vertex colour

  • Usability: disable inactive fields on ocean components in Inspector

  • Validation: improve lighting settings validation

  • XR: add single pass instanced support to underwater effects HDRP

  • XR: add Single Pass Instanced support URP

Fixed

  • Fix for buffer overrun in height query system which caused crashes on Metal

  • Fix for height query system breaking down at high frame rates when queries made from FixedUpdate

  • Fix height queries when Scene Reload is disabled

  • Fix various null reference exceptions in edit mode

  • Fix for small wavelengths that could never be disabled

  • Fix popping caused by shallow subsurface scattering colour

  • Fix some null exceptions if OceanRenderer is not enabled in scene

  • Fix mode (Global/Geometry) not applying in edit mode for ShapeGerstnerBatched component

  • Clean up validation logging to console when a component is added in edit mode

  • Fix global keywords not being local in underwater shader HDRP

  • Fix ocean material keywords not applying to underwater HDRP

  • Fix underwater breaking when dynamic scaling is used HDRP

  • Fix caustics occasionally appearing on underside of surface HDRP

  • Fix caustics briefly being too intense when switching cameras with adaptive exposure HDRP

  • Fix indirect lighting controller multipliers not being applied HDRP

  • Fix primary light intensity not reducing when primary light goes below the horizon HDRP

  • Fix null exceptions when primary light is unset HDRP

  • Fix underwater shader/material breaking on project load URP

  • Fix shadow sampling running on cameras which isn’t the main camera URP

Performance

  • Fix for ocean depth cache populating every frame erroneously

4.3

Important

Crest LWRP deprecated. We are no longer able to support LWRP, and have removed the LWRP version of Crest in this release. Do not install this version if you need to remain on LWRP.

Changed

  • Ocean now runs in edit mode

  • Realtime validation in the form of inspector help boxes

  • Add Submarine example scene created by the Digital Wizards team (Aldana Zanetta and Fernando Zanetta). HDRP

  • Make compatible with dynamic batching URP

  • Add option to disable occlusion culling in planar reflections to fix flickering (disabled by default) URP

Fixed

  • Fix Segment registrar scratch exhausted error that could appear in editor

  • Fix underwater effect rendering when using baked occlusion culling HDRP

  • Fix gaps appearing in underwater effect for very turbulent water HDRP

  • Fix underwater raising exception when switching cameras HDRP

  • Fix caustics rendering short of ocean surface when underwater HDRP

4.2

Changed

  • Scale caustics intensity by lighting, depth fog density and depth.

  • Show proxy plane in edit mode to visualise sea level.

  • Validate ocean input shader, warn if wrong input type used.

  • Warn if SampleHeightHelper reused multiple times in a frame.

  • Clamp reflection ray to horizon to avoid picking up below-horizon colours. HDRP

  • Use sampler settings for normal map textures to allow changing filtering settings. Turned on anisotropic sampling to reduce blurring. HDRP

Fixed

  • Fix leaked height query GUIDs which could generate ‘too many GUIDs’ error after some time.

  • Fix for cracks that could appear between ocean tiles.

  • Fix for null ref exception in SRP version verification.

  • Metal - fix shader error messages in some circumstances.

  • Fix for erroneous water motion if Flow option enabled on material but no Flow simulation present.

  • Fix sea floor depth being in incorrect state when disabled.

  • Fix for a few cases where a crack or line is visible at the horizon. HDRP

  • Fix for caustics showing above surface. HDRP

  • Fix foam normals which were not working. HDRP

  • Fix caustics stereo rendering for single-pass VR URP

4.1

Changed

  • Clip surface shader - add convex hull support

  • Add support for local patch of Gerstner waves, demonstrated by GameObject GerstnerPatch in boat.unity

  • Darkening of the environment lighting underwater due to out-scattering is now done with scripting. See the UnderwaterEnvironmentalLighting component on the camera in main.unity.

  • Remove object-water interaction weight parameter on script. Use strength on material instead.

  • Automatically pick the sun light if no Primary Light is specified. HDRP

  • Bump version to 4.1 to match versioning with Crest HDRP. URP

Fixed

  • Fix garbage allocations.

  • Fix PS4 compile errors.

  • Multiple fixes to height query code that could produce ‘flat water’ issues or use incorrect wave data.

  • Better retention of foam on water surface under camera motion.

  • Fix flow not affecting displaced waves. HDRP

  • Fix flow not working in Whirlpool example scene in standalone builds. HDRP

  • Fixed caustics effect when underwater and added distortion. HDRP

4.0 HDRP

  • First release!

3.8 URP

Changed

  • Refactor: Move example content into prefabs to allow sharing between multiple variants of Crest

Fixed

  • Fix for missing shadergraph subgraph used in test/development shaders. This does not affect main functionality but fixes import errors.

3.7 URP

Changed

  • Clip surface shader - replaces the ocean depth mask which is now deprecated

  • Exposed maximum height query count in Animated Wave Settings

  • Support disabling Domain Reload in 2019.3 for fast iteration

Deprecated

  • Ocean depth mask - replaced by clip surface shader

Removed

  • Removed the deprecated GPU readback system for getting wave heights on CPU

3.6 URP

Changed

  • Third party notices added to meet license requirements. See thirdpartynotices.md in the package root.

3.5 URP

Changed

  • Gizmos - color coded wireframe rendering of geometry for ocean inputs

  • Object-water interaction: ‘adaptor’ component so that interaction can be used without a ‘boat’. See AnimatedObject object in boat.unity.

  • Object-water interaction: new script to generate dynamic waves from spheres, which can be composed together. See Spinner object in boat.unity.

  • Input shader for flowmap textures

  • Better validation of depth caches to catch issues

  • Documentation - link to new tutorial video about creating ocean inputs

Fixed

  • VR refraction fix - ocean transparency now works in VR using Single Pass mode.

  • Fix visual pop bug at background/horizon when viewer gains altitude

  • Fix for compile errors for some ocean input shaders

3.4 URP

Changed

  • Ocean depth cache supports saving cache to texture on disk

  • Ray trace helper for ray queries against water

  • Input shader for flowmaps

  • Shader code misc refactors and cleanup

Fixed

  • Fix for dynamic wave sim compute shader not compiling on iOS

3.3 URP

Fixed

  • Fix for compute-based height queries which would return wrong results under some circumstances (visible when using Visualise Collision Area script)

  • VR: Fix case where sea floor depth cache was not populated

  • VR: Fix case where ocean planar reflections broken

3.2 URP

Changed

  • Add links to recently published videos to documentation

  • Asmdef files added to make Crest compilation self-contained

  • Documentation - strategy for configuring dynamic wave simulation

  • Documentation - dedicated, fleshed out section for shallow water and shoreline foam

  • Documentation - technical information about render/draw order

Fixed

  • Fixes for wave shape and underwater curtain on Vulkan

  • Fix for user input to animated wave shape, add to shape now works correctly

  • Fix for underwater appearing off-colour in standalone builds

  • Fix garbage generated by planar reflections script

  • Fix for invalid sampling data error for height queries

  • Fix for underwater effect not working in secondary cameras

  • Fix waves not working on some GPUs and Quest VR - #279

  • Fix planar reflections not lining up with visuals for different aspect ratios

3.1 URP

Changed

  • Preview 1 of Crest URP - package uploaded for Unity 2019.3

Fixed

  • Made more robust against VR screen depth bug, resolves odd shapes appearing on surface

  • #279