4. Release Notes#

4.20#

Changed#

  • Add Unity 6 beta support.

  • Improve documentation.

  • Remove “Preview” from everything.

  • Improve Lakes and Rivers scene.

  • Make several Underwater Renderer fields public.

  • Add Filter By Wavelength and Render After Dynamic Waves options to Register Anim Waves Input. When both are disabled it will render to all LODs and before Dynamic Waves. Useful for scaling waves without affecting ripples and wakes.

  • Add feathering to spline inputs.

  • Add basic Unity Splines integration to generate our spline from theirs.

  • Add Spline API (Spline.UpdateSpline and getters/setters) for updating splines in editor and standalone.

  • Validate that Lod Data Resolution is divisible by 128 which is the smallest interval that is robust enough.

  • Clarify Lod Data Resolution tooltip about 128 intervals.

  • Improve texture format compatibility.

  • Remove random write access requirement for Shadow and Clip Surface Lod render texture.

  • Rename Floating Origin to Shifting Origin. If you see “Overriding existing asset with new GUID from package” warning, this is expected.

  • Ocean Planar Reflections now work in edit mode. BIRP URP

  • Make Skybox the default Clear Flags for Ocean Planar Reflections as this is more compatible with custom shaders. BIRP URP

  • Warn if Clear Flags on Ocean Planar Reflections is not Skybox and inform that it is more compatible with custom shaders. BIRP URP

  • Alert users if they have the wrong Crest package downloaded for their Unity version. HDRP

  • Add support for Render Graph in Unity 6 beta. URP

Fixed#

  • Fix Underwater Renderer overwriting alpha channel which prevented XR passthrough from working.

  • Fix underwater objects being refracted when they are in front of the surface.

  • Fix larger wavelengths ignoring attenuation when using Wave Resolution Multiplier.

  • Fix texture “random writes” format error for Shape FFT on some devices. Requires Unity 2021.3+.

  • Fix possible texture “random writes” format error for LOD textures on some devices. Requires Unity 2021.3+.

  • Fix water chunks being incorrectly culled (ie missing) at screen edges.

  • Fix many cases where splines would not update in the editor.

  • Validate that height data is enabled when using height inputs.

  • Fix Sphere Water Interaction debug line orientation.

  • Fix banding in Examples scene.

  • Fix seams and double flow in Lakes and Rivers scene.

  • Fix “Failed to create Physics Mesh from source mesh” in 2023.3.

  • Silence several warnings.

  • Fix underwater multi-view rendering (primarily Meta Quest). BIRP

  • Fix Depth Fog Density Factor not supporting Shader API. BIRP

  • Fix Depth Fog Density Factor not supporting Portals & Volumes feature. BIRP

  • Fix Shader API not apply shadow scattering to underside of surface. BIRP

  • Fix underwater surface and volume having visibly different colors when using gamma color space and Underwater Renderer > Shader API. BIRP

  • Fix water being affected by SSAO and other effects by setting Render Type to Transparent.

  • Fix reflected waves example rendering issues in Examples scene.

  • Fix Underwater Effect not working. BIRP URP

  • Fix refraction artifacts causing an outline/ghosting like effect for underwater objects. BIRP URP

  • Fix underwater colors being incorrect when using gamma color space. BIRP URP

  • Only warn about post-processing bug when using the bugged version. Recommend upgrading to fixed version. BIRP URP

  • Fix shader errors when enabling raytracing features. HDRP

  • Fix Rendering Layer Mask changes not applying immediately. HDRP

  • Throw an error if the wrong package version was downloaded for the Unity version. HDRP

  • Fix errors when searching the scene. HDRP URP

  • Fix additional lights subsurface scattering not rendering correctly. URP

  • Fix broken rendering with Depth Texture Mode > Depth After Transparent. URP

  • Fix broken rendering when Depth Texture is disabled. URP

  • Fix broken rendering when Opaque Texture is disabled. URP

  • Warn about SSAO and Depth Priming bug. URP

Removed#

  • Remove row boat sample.

Performance#

  • Improve Spline editor performance.

  • Improve per frame script performance by time slicing chunk bounds updates.

4.19.1#

Fixed#

  • Fix shader compilation error for 2022.3. HDRP

4.19#

Changed#

  • Add Unity 2023.1 support.

  • Add Wave Resolution Multiplier to Animated Waves settings which improves wave quality at high resolutions (eg 768 LOD Data Resolution with Wave Resolution Multiplier of 2).

  • Add Filter Waves parameter to foam settings to filter lower wavelengths from foam contribution which can help with too much foam underneath camera. Used in the Main example scene.

  • Remove validation warnings for multiple Rigidbody components found in children of floating objects (eg Boat Probes).

  • Remove unused files. HDRP URP

Fixed#

  • Silence several obsolete warnings for Unity 2023.1.

  • Fix non ping-pong combine pass (compute) for iOS and possibly other platforms.

  • Fix Shape Gerstner for iOS and possibly other platforms.

  • Fix clip surface affecting extents causing popping.

  • Fix clip surface inputs getting stuck near the edge of the last LOD.

  • Fix shader compiler errors for consoles.

  • Fix Dynamic Waves reflected waves added at LOD boundaries on camera movement. Reverts “Better utilise Dynamic Waves data textures by removing soft border”.

  • Fix exceptions/crash in headless/server environment.

  • Fix “#ifdef UNITY_EDITOR … serialized properties” warning in standalone.

  • Fix broken rendering and errors spamming console caused by Unity bug on macOS in sample scenes. URP

Performance#

  • Use optimized FindObject(s) methods.

4.18#

Breaking#

  • Add Crest.Examples namespace to all example scripts.

Changed#

  • Better utilise Dynamic Waves data textures by removing soft border.

  • Add Terrain Pixel Error Override to Ocean Depth Cache.

  • Add ReflectionCamera script property to OceanPlanarReflections for those who need a reference. BIRP URP

  • Disable water mesh for Ocean Planar Reflections preventing possible user error of including water in reflections leading to intersections. BIRP URP

Fixed#

  • Fix ShapeFFT memory leak when using the default spectrum (no spectrum set to property).

  • Fix script compilation error when Unity’s input system is enabled but the package is not installed.

  • Fix Dynamic Waves streaking on camera movement.

  • Fix terrains having low precision in Ocean Depth Cache in 2022.2+.

  • Fix Underwater Renderer not working if enabled after the Ocean Renderer or the Ocean Renderer was disabled/enabled. HDRP

  • Fix underwater surface appearance not having correct reflection coefficient. HDRP

  • Fix reflections for Forward+. URP

  • Fix shader warnings on build when using Forward+ by disabling additional lights (unsupported). URP

  • Fix some properties on Ocean Planar Reflections not updating after being changed. BIRP URP

  • Fix lens flare appearing in scene view in sample scenes. HDRP URP

Performance#

  • Minor CPU performance improvements.

  • Disable water mesh for planar reflections camera skipping culling entirely. BIRP URP

  • Skip sampling normal maps if Normals Strength is zero. HDRP

4.17.3#

Fixed#

  • Fix OnEnable being triggered twice for Crest components in play mode in the editor when Scene Reload is enabled. This potentially caused problems with some components.

  • Fix certain components like Underwater Renderer and Ocean Depth Cache not working in play mode (2021.2+ only). HDRP

  • Fix Underwater Renderer not working after Ocean Renderer is disabled and then enabled (2021.2+ only). HDRP

  • Fix Shadow Simulation not working after Ocean Renderer is disabled and then enabled (2021.2+ only). HDRP

4.17.2#

Fixed#

  • Fix Underwater Renderer breaking in editor randomly.

4.17.1#

Fixed#

  • Fix “Unknown Error” shader compilation error. HDRP

  • Fix black edge where water intersects surface in Examples scene. HDRP

4.17#

Changed#

  • Reorganise documentation to make things easier to find.

  • Reduce Water Body material override feature leaking outside of water bodies.

  • No longer execute when editor is inactive (ie out of focus) to prevent edge cases where memory leaks can occur and to save energy.

  • Improve Water Body gizmo by adding a wireframe.

  • Use Register Height Input in Boat scene instead of Register Animated Waves Input.

  • Rate limit shadow simulation to Ocean Renderer > Editor Mode FPS.

  • Move Ocean Renderer debug options into foldout.

  • Release Ocean Renderer resources in OnDestroy instead of OnDisable to prevent performance penality of rebuilding the system. The option Debug > Destroy Resources In On Disable will revert this behaviour if needed.

  • Make Ocean Depth Cache depth relative. This benefits baked depth caches by allowing them to be moved after baking providing the contents are moved with it.

  • Add Update Saved Cache File button to Ocean Depth Cache.

  • Automatically set Ocean Depth Cache to Baked and set texture after baking.

  • Show Crest version on Ocean Renderer.

  • Add helpbox to Shifting Origin directing users to documentation for solving potential popping issues.

  • Improve spacing for spectrum power slider labels.

  • Ramp planar reflection distortion with distance using the new Planar Reflections Distortion Distance Factor material property. BIRP URP

Fixed#

  • Reduce GC allocations when using ShapeFFT or ShapeGerstner. To not have per frame GC allocations, ensure Spectrum Fixed At Runtime is enabled.

  • Remove or reduce several runtime GC allocations.

  • Remove several editor GC allocations.

  • Fix culling and performance issues in edit mode when using RegisterHeightInput, RegisterAnimWavesInput or Whirlpool.

  • Fix gizmos not drawing for inputs when using an attached renderer.

  • Fix potential cases where water tiles were being culled incorrectly.

  • Fix Sphere Water Interaction not working in builds.

  • Fix larger waves not blending out when using wave blending.

  • Fix “shader_feature keyword ‘\’ is not started with a letter or underscore, ignoring the whole line.” shader compilation warning. BIRP

  • Actually fix “shadow simulation executing for all cameras”. BIRP

  • Fix scene camera “CopyTexture” errors and warnings when using PPv2 with Underwater Renderer. BIRP

  • Fix Scatter Colour Shadow only having a minimal effect and/or causing an outline in shadowed areas. HDRP

  • Fix motion vectors popping when camera height changes. HDRP

  • Fix motion vectors popping on first frame. HDRP

  • Fix Ocean Shader Graph features (eg shadows) from jittering on camera move for Unity 2021.2+. HDRP

  • Fix Underwater Renderer compatibility with depth prepass. URP

  • Fix Underwater Renderer not working with multiple cameras in certain cases. URP

  • Fix rendering artifacts when Windows Graphics API is set to Direct3D11 and the Android Graphics API is set to Vulkan. URP

  • Fix Ocean Planar Reflections capturing reflections from only one viewpoint when used with multiple cameras in builds. URP

  • Fix shadow simulation breaking cameras that use StereoTargetEyeMask when XR SPI is enabled. URP

  • Check correct URP asset when doing validation to prevent possible exceptions or erroneous validation. URP

  • Fix shader compilation errors from BIRP shaders being previously included in package. HDRP URP

  • Fix Ocean material texture properties not binding on some platforms (PS5). BIRP URP

Performance#

  • Improve water tile culling significantly. The bounds for each tile are normally expanded to accommodate mesh displacement (to prevent culling), but they were much larger than required in many cases leading to reduced culling hits which is no longer the case.

  • Reduce the amount of displacement queries LOD inputs make significantly making performance more scalable.

  • Optimise LOD inputs cost per frame when used with a Renderer.

  • Minor performance optimisations.

4.16#

Breaking#

  • Set minimum Unity version to 2020.3.40.

  • Set minimum render pipeline package version to 10.10. HDRP URP

Changed#

  • Add support for multiple cameras to the Underwater Renderer. One limitation is that underwater culling will be disabled when using multiple Underwater Renderers.

  • ShapeFFT/Gerstner can now take a mesh renderer as an input.

  • Add Crest/Inputs/Shape Waves/Sample Spectrum shader which samples the spectrum using a texture.

  • Ocean inputs provided via the Register components now sort on sibling index in addition to queue, so multiple inputs with the same queue can be organised in the hierarchy to control sort order.

  • Add ability to alpha blend waves (effectively an override) instead of only having additive blend waves. Set Blend Mode to Alpha Blend on the ShapeFFT or ShapeGerstner to use. It’s useful for preventing rivers and lakes from receiving ocean waves.

  • Add Water Tile Prefab field to Ocean Renderer to provide more control over water tile mesh renderers like reflection probes settings.

  • Warn users that edits in prefab mode will not be reflected in scene view until prefab is saved.

  • Validate that no scale can be applied to the OceanRenderer.

  • Viewpoint validation has been removed as it was unnecessary and spammed the logs.

  • Whirlpool now executes in edit mode.

  • Visualise Ray Trace now executes in edit mode.

  • Render Alpha On Surface now executes in edit mode.

  • Only report no Shape component validation as help boxes (ie no more console logs).

  • Remove outdated lighting validation.

  • Validate layers to warn users of potential build failures if Crest related renderers are not on the same layer as the OceanRenderer.Layer.

  • No longer log info level validation to the console.

  • Add info validation for tips on using reflection probes when found in a scene.

  • Set Ocean Renderer Wind Speed default value to the maxmimum to reduce UX friction for new users.

  • Also search Addressables and Resources for ocean materials when stripping keywords from underwater shader.

  • Add Ocean Renderer > Extents Size Multiplier to adjust the extents so they can be increased in size to meet the horizon in cases where they do not.

  • Greatly improve performance when many SphereWaterInteraction components are used by utilising GPU Instancing.

  • Improve example scenes.

  • Improve Ocean Depth Cache capture performance by excluding all render features. URP

Fixed#

  • Fix FFTs incorrectly adding extra foam.

  • Limit minimum phase period of flow technique applied to waves to fix objectionable phasing issues in flowing water like rivers.

  • Fix some components breaking in edit mode after entering/exiting prefab mode.

  • Fix Build Processor deprecated/obsolete warnings.

  • Fix spurious “headless/batch mode” error during builds.

  • Greatly improve spline performance in the editor.

  • Fix PSSL compiler errors.

  • Fix incompatibility with EasySave3 and similar assets where water tiles would be orphaned when exiting play mode.

  • Fix ocean tiles being pickable in the editor.

  • Fix several memory leaks.

  • Fix Sea Floor Depth Data disabled state as it was still attenuating waves when disabled.

  • No longer execute when building which caused several issues.

  • Fix self-intersecting polygon (and warning) on Ferry model.

  • Fix Examples scene UI not scaling and thus looking incorrect for non 4K resolution.

  • Fix build failure for main scene if reflection probe is added that excluded the Water layer.

  • Prevent bad values (NaN etc) from propagating in the Dynamic Waves simulation. This manifested as the water surface disappearing from a singlar point.

  • Fix shader include path error when moving Crest folder from the standard location.

  • No longer disable the Underwater Renderer if it fails validation.

  • Fix Underwater Curtain lighting not matching the water surface causing a visible seam at the far plane. BIRP URP

  • Fix “mismatching output texture dimension” error when using XR SPI. BIRP URP

  • Fix caustics not rendering in XR SPI when shadow simulation is disabled. BIRP

  • Fix XR spectator camera breaking if shadow simulation enabled. BIRP

  • Fix shadow simulation executing for all cameras which could cause incorrect shadows. BIRP

  • Fix underwater effect not rendering properly if spectator camera is used with XR SPI. BIRP

  • Fix ocean moving in edit mode when Always Refresh is disabled. HDRP

  • Fix ocean not rendering if no active Underwater Renderer is present. HDRP

  • Fix Clip Surface adding negative alpha values when Alpha Clipping is disabled on the ocean material. HDRP

  • Fix Sort Priority on the ocean material not having an effect. HDRP

  • Improve performance by removing duplicated pass when using shadow simulation. HDRP

  • Improve XR MP performance by removing shadow copy pass from the right eye. HDRP

  • Fix Unity 2022.2 shader compilation errors. HDRP

  • Fix Unity 2023.1 script compilation errors. HDRP

  • Fix Underwater Renderer incompatibility with SSAO. URP

  • Fix Unity 2022.2 obsolete warnings. URP

4.15.2#

Changed#

  • Default FFT resolution increased to match quality standards.

  • FFT samples-per-wave now scales proportionally to FFT resolution, meaning overall quality scales gracefully with the resolution setting.

  • Re-enable height queries in edit-mode which allows several height based components to work in edit-mode. They can still be disabled with the new Height Queries toggle on the Ocean Renderer.

Fixed#

  • Provide feedback on how to solve errors from Sphere-Water Interaction moving file locations.

  • Fix Underwater Renderer stereo rendering not working in builds for Unity 2021.2.

  • Fix Underwater Renderer stereo rendering issue where both eyes are same for color and/or depth with certain features enabled.

  • Fix stereo rendering for Examples scene.

  • Fix many memory/reference leaks.

  • Fix excessively long build times when no Underwater Renderer is present in scene.

  • Fix Underwater Renderer not working with varying water level.

  • Fix jagged shoreline foam when using baked Sea Floor Depth cache.

  • Fix color being incorrect for Underwater Shader API. BIRP

  • Fix ocean not rendering in builds for Unity 2021.2 if no Underwater Renderer is present. HDRP

  • Disable SSAO for Examples scene and warn users of incompatibility with Portals and Volumes feature. URP

4.15.1#

Fixed#

  • Fix shader compiler error.

4.15#

Breaking#

  • Ocean inputs will now only execute the first shader pass (pass zero). Before all passes were executed in sequence which caused incompatibilities with URP unlit Shader Graph. This is only a concern to those who are using custom shaders with multiple passes which we believe is very few.

Preview#

  • Add new CPU-based collision provider - Baked FFT Data.

  • Add portals and volumes to Underwater Renderer (affects both underwater and ocean surface). See Portals & Volumes for more information.

  • Add Shader API to Underwater Renderer to facilate adding underwater fog to transparent objects. See Underwater Shader API for more information.

  • Add Albedo Data feature which allows layering colour onto the water surface similar to decals.

Changed#

  • Add new example scene named Examples which contains many mini examples of different features of Crest.

  • Add new example scene named LakesAndRivers for adding lakes and rivers using splines.

  • Add support for rendering in edit mode (camera preview and scene view) to Underwater Renderer. It can be enabled/disabled with the fog scene view toggle.

  • Add CREST_OCEAN scripting defines symbol.

  • Add Depth Fog Density Factor to Underwater Renderer which can be used to decrease underwater fog intensity when underwater. Greatly improves shadows at shorelines.

  • Add UV feathering option to Flow shaders.

  • Add Attenuation in Shallows to Dynamic Waves Sims Settings.

  • Add Shallows Max Depth to Sim Settings Animated Waves as an alternative to having to extend terrain to 500m below sea level to avoid discontinuity issues.

  • Add Allow No Shadows to Sim Settings Shadows to allow shadows to be enabled/disabled dynamically.

  • Add Ocean Renderer > Water Body Culling option so the ocean can ignore culling. Useful if using Water Body > Override Material and still want an ocean.

  • Improve multiple Water Body overlapping case when Water Body > Override Material option is used.

  • Water Body adds an inclusion to clipping (ie unclips) if Default Clipping State is Everything Clipped.

  • Add Underwater Renderer support for Water Body > Override Material.

  • Add scroll bar to Ocean Debug GUI when using Draw LOD Datas Actual Size.

  • Add support for TrailRenderer, LineRenderer and ParticleSystem to be used as ocean inputs in addition to MeshRenderer.

  • Un-deprecate ShapeGerstner as it is useful in some situations for adding a small number of distinct waves with high degree of control.

  • Add Reverse Wave Weight setting to ShapeGerstner for fine control over generated wave pairs.

  • Double sample count for ShapeGerstner waves to improve quality.

  • Tidy up wave spectrum inspector by only showing ShapeGerstner-specific controls when editing within a ShapeGerstner component.

  • Add option (enabled by default) to prewarm foam simulation on load and camera teleports.

  • Underwater Renderer validates Ocean Renderer material.

  • Add Debug > Draw Queries to Boat Probes to draw gizmos for queries.

  • SphereWaterInteraction component upgraded to produce crisp foam-generating waves without creating large displacements. #979

  • Add new example scene BoatWakes to showcase improvements to SphereWaterInteraction component.

  • Allow scaling FFT waves on spline (not supported previously). SplinePointDataGerstner has been renamed to SplinePointDataWaves which works for both ShapeFFT and ShapeGerstner.

  • Add Surface Self-Intersection Fix Mode (advanced option) to control how self-intersections of the ocean surface caused by intense/choppy waves are handled.

  • Add Maximum Buoyancy Force for preventing objects from having too much force being applied when fully submerged.

  • Updated all example scenes.

  • Unity 2021.2 users can now use the Shader Graph version of the ocean shader. The generated shader is deprecated and should not be used as it does not work correctly for 2021.2. HDRP

  • Add support for Ray-Traced Reflections for Unity 2021.2. HDRP

  • Revert to using Unity’s material inspector which gives more control and is more reliable. HDRP

  • Improve ocean material inspector for Unity 2021.2. HDRP

  • Caustics and foam textures now use the sampler defined on the texure asset. If using our caustics texture, it will now use trilinear sampling instead of linear. HDRP

  • Add support for secondary lights like point or spot to ocean shader. Only supports pixel lights and not vertex lights. URP

Fixed#

  • Fix incorrect baked depth cache data that were baked since Crest 4.14.

  • Fix XR SPI underwater rendering for Unity 2021.2 standalone.

  • Fix Underwater Renderer not rendering on Intel iGPUs.

  • Fix clip surface inputs losing accuracy with large waves.

  • Fix waves at shorelines being incorrectly shadowed. #945

  • Fix shadow bleeding at shorelines by using the Sea Floor Depth data to reject invalid shadows. #947

  • Fix exceptions thrown for server/headless builds.

  • Fix exceptions thrown if foam, dynamic waves and shadows all were disabled.

  • Fix Shifting Origin for Shape Gerstner and Shape FFT.

  • Fix ocean textures popping (normals, caustics etc) when Shifting Origin teleports.

  • Fix collision queries (eg buoyancy) popping when Shifting Origin teleports.

  • Fix ocean scale smoothing on first frame and teleports. This issue appears as the ocean detail being low and slowly becoming high detailed.

  • Fix shadow data not always clearing.

  • Fix shadow simulation not recovering after error being resolved in edit mode.

  • Fix Allow Null Light option on Sim Settings Shadows not working.

  • Fix ocean tiles not reverting to Ocean Renderer > Material if Water Body > Override Material was used and Water Body was disabled or removed.

  • Add Time Scale control for FFT (Gravity setting was broken).

  • Fix underwater rendering when the camera’s culling mask excludes the Ocean Renderer > Layer.

  • Fix visible “rings” in dynamic wave sim resulting from fast moving objects that have the Sphere Water Interaction component attached. Simulation frequency can be increased to improve result further, at the cost of more simulation steps per frame.

  • Fix Sphere Water Interaction component not working in standalone builds.

  • Fix pop/discontinuity issue with dynamic waves.

  • Fix underwater culling when Ocean Renderer > Viewpoint is set and different from the camera.

  • Fix several minor exceptions in cases where components were not set up correctly.

  • Fix possible cases of underwater effect being inverted on self-intersecting waves when further than 2m from ocean surface.

  • Fix a per frame GC allocation.

  • Fix ocean input validation incorrectly reporting that there is no spline attached when game object is disabled.

  • Fix Shape FFT with zero weight causing visible changes or pops to the ocean surface.

  • Fix Shape FFT waves animating too quickly when two or more are in the scene with different resolutions.

  • Fix Shape Gerstner weight not updating correctly if less than one on game load.

  • Fix Shape Gerstner weight being applied twice instead of once. You may need to adjust your weight if between zero and one.

  • Fix Unity 2021.2 script upgrade requirement.

  • Fix compilation error if both HDRP and URP packages are installed.

  • Fix shadow simulation null exceptions if primary light becomes null. BIRP

  • Fix shadows flickering when Sea Floor Depth data is populated by preventing shadow passes from executing for Ocean Depth Cache camera. BIRP

  • Fix Underwater Renderer using a non directional light when a transparent object is in range of light and in view of camera. BIRP

  • Fix caustics not rendering if shadow data is disabled. BIRP

  • Fix Underwater Renderer looking washed out due to using incorrect colour space for Unity 2021.2. BIRP

  • Fix Underwater Renderer high memory usage by reverting change of using temporary render textures. BIRP URP

  • Fix Underwater Renderer not using Filter Ocean Data for caustics. BIRP URP

  • Fix ocean input incompatibilities with unlit Shader Graph. URP

  • Fix possible “Extensions” class naming collision compilation error. HDRP URP

  • Fix motion vectors not working by exposing motion vector toggle on ocean material. HDRP

  • Fix foam bubbles parallax effect using the incorrect normal space. HDRP

  • Fix foam bubbles texture scaling. HDRP

Performance#

  • Reduce cost of populating the ocean depth cache. HDRP

4.14#

Changed#

  • Add Dynamic Waves reflections from Ocean Depth Cache geometry.

  • Add inverted option to Clip Surface signed-distance primitives and convex hulls which removes clipping.

  • Add Override Material field to the Water Body component to enable varying water material across water bodies.

  • Sphere Water Interaction component simplified - no mesh renderer/shader setup required, and no ‘register’ component required.

  • Sphere Water Interaction produces more consistent results at different radii/scales.

  • Improve FFT wave quality by doubling the sampling from two to four.

  • RegisterHeightInput can be used in conjunction with our Spline component to offset the water level. This can be used to create water bodies at different altitudes, and to create rivers that flow between them.

  • All water features updated to support varying water level.

  • Add buttons to Spline inspector to quickly enable water features.

  • Exposed control over Spline ribbon alignment - spline points now define the center of the ribbon by default.

  • Caustics no longer render in shadows casted from objects underwater.

  • Added motion vectors (for TAA, DLSS and many screen-space effects). HDRP

  • Added shadow distance fade to shadow data. URP

  • Improve URP shadow settings validation. URP

Fixed#

  • Fix lines in foam data producing noticeable repeating patterns when using FFT waves.

  • Fix caustics jittering when far from zero and underwater in XR.

  • Fix disabled simulations’ data being at maximum when “Texture Quality” is not “Full Res”. In one case this manifested as the entire ocean being shadowed in builds.

  • Fix high CPU memory usage from underwater effect shader in builds.

  • Fix FFT spectrum not being editable when time is paused.

  • Fix ShapeFFT component producing inverted looking waves when enabled in editor play mode.

  • Fix SSS colour missing or popping in the distance.

  • Fix underwater artefacts (bright specks).

  • Fix shadows for MacOS. BIRP

  • Fix shadows for Shadow Projection > Close Fit. BIRP

  • Fix shadows for deferred rendering path. BIRP

  • Fix Crest/Framework shader compiler errors for 2021.2. URP

  • Fix “xrRendering” build error. URP

  • Fix Default Clipping State > Everything Clipped not clipping extents. HDRP

  • Fix Ocean shader compilation errors for HDRP 10.7. HDRP

Removed#

  • Remove Texels Per Wave parameter from Ocean Renderer and hard-code to Nyquist limit as it is required for FFTs to work well.

  • Removed Create Water Body wizard window. The water body setup has been simplified and works without this additional tooling.

  • Smoothing feature removed from Spline, underlying code made more robust.

  • Remove Assign Layer component.

Performance#

  • Only calculate inverse view projection matrix when required.

  • Reduce shader variants by removing GPU instancing (not supported currently).

  • Reduce shadow simulation GPU performance cost by almost 50%. BIRP HDRP

  • Improve Underwater Renderer GPU memory usage. BIRP URP

  • Reduce ocean shader GPU performance cost for shadows. HDRP

Deprecated#

  • Made ObjectWaterInteraction component obsolete, this is replaced by the more simple and robust SphereWaterInteraction. Removed usages of this component from the example scenes.

  • Made ShapeGerstner and ShapeGerstnerBatched components obsolete as they are replaced by the ShapeFFT component. Example scenes moved over to ShapeFFT.

4.13#

Changed#

  • Add signed-distance primitives for more accurate clipping and overlapping. See Clip Surface for more information.

  • Add Render Texture Graphics Format option to Clip Surface Sim Settings to support even more accurate clipping for signed-distance primitives.

  • Add Render Texture Graphics Format option to Animated Waves Sim Settings to solve precision issues when using height inputs.

  • Always report displacement in Register Height Input to solve culling issues.

  • Add default textures to ocean shader.

  • Update ocean shader default values.

  • Improve foam detail at medium to long distance.

  • Add Scale By Factor shader for all inputs which is particularly useful when used with Animated Waves for reducing waves.

  • Add a simpler custom material inspector. HDRP

  • Add XR SPI support to Underwater Renderer. URP

Fixed#

  • Fix ocean not rendering on Xbox One and Xbox Series X.

  • Fix height input (and others) from not working 100m above sea level and 500m below sea level.

  • Fix FFT shader build errors for Game Core platforms.

  • Fix FFT material allocations every frame.

  • Fix flow simulation sometimes not clearing after disabling last input.

  • Fix outline around objects when MSAA is enabled by making it less noticeable.

  • Fix pixelated looking foam bubbles at medium to long distance.

  • Fix underwater effect undershooting or overshooting ocean surface when XR camera is nearly aligned with horizon.

  • Fix underwater effect being flipped at certain camera orientations.

  • Fix meniscus thickness consistency (in some cases disappearing) with different camera orientations.

  • Fix inputs (eg keyboard) working when game view is not focused.

  • Fix Ocean Depth Cache disabling itself in edit mode when no ocean is present.

  • Fix ocean disappearing when viewed from an area clipped by a clip surface input. HDRP

  • Fix shadows breaking builds when XR package is present. HDRP

  • Fix shadows not working with XR SPI. HDRP

  • Fix 2021.2.0b9 shader compile errors. HDRP

  • Fix ocean material properties missing for 2021.2 material inspector. HDRP

  • Fix outline around refracted objects by making it less noticeable. HDRP

  • Fix Underwater Renderer caustics jittering for some XR devices. BIRP URP

  • Fix shadow artefacts when no shadow casters are within view. URP

  • Remove sample shadow scriptable render feature error. URP

4.12#

Breaking#

  • Set minimum Unity version to 2020.3.10.

  • Set minimum render pipeline package version to 10.5. HDRP URP

  • Underwater Post-Processing is disabled by default which means it will be inactive if the Underwater Volume Override is not present in the scene. HDRP

  • Remove Sample Shadows Render Feature as it is now scripted. Unity will raise a missing Render Feature reference error. Remove the missing Render Feature to resolve. URP

Changed#

  • Add new Underwater Renderer component which executes a fullscreen pass between transparent and post-processing pass. Please see Underwater for more information.

  • FFT generator count added to debug GUI.

  • ShapeFFT component allows smooth changing of wind direction everywhere in world.

  • Default Wind Speed setting on OceanRenderer component to 10m/s.

  • CustomTimeProvider override time/delta time functions are now defaulted to opt-in instead of opt-out.

  • Improve meniscus rendering by also rendering below ocean surface line. HDRP

Fixed#

  • Fix case where normal could be NaN, which could make screen flash black in HDRP.

  • Fix ShapeFFT Spectrum Fixed At Runtime option not working.

  • Fix shader compile errors on Windows 7.

  • Fix ocean depth cache shader compile error.

  • Fix ocean not rendering on Unity Cloud Build (unconfirmed).

  • Fix ShapeGerstner and ShapeFFT having no default spectrum in builds.

  • Fix “missing custom editor” error for Whirlpool component.

  • Fix ocean breaking after leaving a prefab scene.

  • Fix underwater breaking for XR SPI. HDRP

  • Fix underwater artefacts for XR MP. HDRP

  • Fix meniscus rendering incorrectly when camera is rotated. HDRP

Performance#

  • FFT wave generation factored out so that multiple ShapeFFT components sharing the same settings will only run one FFT.

  • Underwater ocean mask now deactivates when the underwater effect is not active. HDRP

Deprecated#

  • The Underwater Effect component (including UnderWaterCurtainGeom.prefab and UnderWaterMeniscus.prefab) has been superseded by the Underwater Renderer. Please see Underwater for more information. BIRP URP

  • The Underwater Post-Process effect has been superseded by the Underwater Renderer. Please see Underwater for more information. HDRP

4.11#

Important

This will be the last version which supports Unity 2019 LTS.

Spectrum data will be upgraded in this version. Due to a unity bug, in some rare cases upgrading the spectrum may fail and waves will be too large. Restart Unity to restore the spectrum.

Preview#

  • FFT wave simulation added via new ShapeFFT component.

Changed#

  • Sponsorship page launched! Asset Store sales only cover fixes and basic support. To support new feature development and give us financial stability please consider sponsoring us, no amount is too small! https://github.com/sponsors/wave-harmonic

  • Wind speed added to OceanRenderer component so that wave conditions change naturally for different wind conditions.

  • Empirical spectra retweaked and use the aforementioned wind speed.

  • Add Overall Normals Scale parameter to material that scales final surface normal (includes both normal map and wave simulation normal).

  • Headless support - add support for running without display, with new toggle on OceanRenderer to emulate it in Editor.

  • No GPU support - add support for running without GPU, with new toggle on OceanRenderer to emulate it in Editor.

  • OceanRenderer usability - system automatically rebuilds when changing settings on the component, ‘Rebuild’ button removed.

  • Ocean material can now be set with scripting.

  • Custom Time Provider has pause toggle, for easy pausing functionality.

  • Network Time Provider added to easily sync water simulation to server time.

  • Cutscene Time Provider added to drive water simulation time from Timelines.

  • Made many fields scriptable (public) on BoatProbes, BoatAlignNormal and SimpleFloatingObject.

  • Tweaked colours and some of properties for Ocean-Underwater material. BIRP URP

  • Copy Ocean Material Params Each Frame is now enabled by default for Underwater Post Process. HDRP

  • Add Refractive Index of Water property to ocean material. HDRP

Fixed#

  • Fix build errors for platforms that do not support XR/VR.

  • Fix “black square” bug on Oculus Quest.

  • Fix for bugs where a large boat may stop moving when camera is close.

  • Fix bad data being sampled from simulations when they’re not enabled like the entire ocean being shadowed when shadow data was disabled.

  • Fix null exception for attach renderer help box fix button.

  • Fix “remove renderer” help box not showing when it should.

  • Fix bug where wind direction could not be set per ShapeGerstner component.

  • Fix compilation errors when only Unity’s new Input System backend is available.

  • Fix null exceptions in validation when OceanRenderer is not present.

  • Fix incorrect validation showing in prefab mode.

  • Fix shadow data for XR/VR SPI from working and breaking builds. HDRP

  • Fix underwater effect from breaking after all cameras being disabled. HDRP

  • Fix ocean tiles disappearing when far from zero. URP

Removed#

  • Remove Phillips and JONSWAP spectrum model options.

Deprecated#

  • Layer Name on the Ocean Renderer has been deprecated. Use Layer instead.

  • The Refractive Index of Air on the ocean material will be removed in a future version. BIRP URP

Documentation#

4.10#

Changed#

  • Set minimum Unity version to 2019.4.24.

  • Spline can now be used with any ocean input type, so can be used to set water level, add flow, and more.

  • System for tweaking data on spline points such as flow speed.

  • RegisterHeightInput component added for a clearer way to change water height (can be used instead of RegisterAnimWavesInput).

  • More validation help boxes added to catch a wider range of setup issues.

  • Fix buttons in help boxes now describe action that will be taken.

  • Rename Add Water Height From Geometry to Set Base Water Height Using Geometry.

  • Rename Set Water Height To Geometry to Set Water Height Using Geometry.

  • Improved spline gizmo line drawing to highlight selected spline point.

  • Add version and render pipeline to help button documentation links.

  • Validate scene view effects toggle options.

  • Add various fix buttons for depth cache issues.

  • Set minimum render pipeline package version to 7.6 which is correct for 2019.4. HDRP URP

  • Rearrange some material properties. HDRP

Fixed#

  • Fix water body creation not being part of undo/redo history.

  • Fix spline point delete not being part of undo/redo history.

  • Fix validation fix buttons that attach components not being part of undo/redo history.

  • Fix ShapeGerstnerBatched not having default spectrum when using “Reset” and correct undo/redo history.

  • Fix properties with embedded asset editors appearing broken for Unity 2020 and 2021.

  • Fix shader compilation errors for HDRP 10.4. HDRP

  • Remove duplicate foam bubble properties. HDRP

  • New horizon line bug fix which is enabled by default (with option to switch back to old safety margin). HDRP

Documentation#

  • Add Detecting Above or Below Water and have Q&A question refer to it.

  • Add Known Issues page.

  • Document Caustics Distortion Texture. HDRP

  • Fixed Underwater Setup not being complete. HDRP

  • Fix broken Unity documentation links by correctly setting minimum render pipeline version. HDRP 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#

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#

  • First release! HDRP

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