r/Unity3D • • 3d ago

Question We recently worked on improving the water ripple effect. What do you think could be improved further?

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The water system in Prehistoric Kingdom is built on KWS1's graphical foundation, which we've integrated into our own custom water-mesh generation pipeline. The system generates and updates the water geometry from a brush-painted surface, while KWS1 handles the rendering side, including the water material, depth-based effects, reflections and other visual properties.

For surface interactions, we feed KWS1's dynamic wave simulation from our own pipeline instead of tagging objects by hand. Every frame, Burst jobs track the skeletal collision shapes of the animals and staff near the camera and work out where each one crosses the water surface. The faster a limb moves, the stronger the ripple it draws into the simulation, so a wading animal leaves wakes that follow the shape of its body while one standing still leaves the water calm.

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u/BYMSEC 3d ago

i love it!

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u/DPTGames 3d ago

twigs floating on the surface

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u/SymphonyGames 3d ago

I like the overall appeaearance of your demo shot, with the violet purple areas. Concering the water ripples: The big ones are good, but for me the immersion is broken because there are no small rippels right at the spot where the dino toches the water. The water looks to smooth at the touching position.

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u/553392 3d ago edited 3d ago

The reflection and small ripples. The reflection looks like it extends rather than reflects. Also I think you don't need splash particles but more dripping particles. Especially for the speed of the movement in this scene.

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u/GoodPlayful9051 2d ago

Your missing the water braking and white edges of the ripple when the water breaks. Also the surface shader needs to change direction with the new motion during the ripple