Thanks for sharing and detailed production breakdown
i thought there wouldnt be anything better than akeytsu for creating easy animations. im happy if i am proven wrong.
Keith, I just wanted to stop by and say: Thank you.
If you are using Unity 5 and want to create some really nice open world project with a lot of water surfaces, we’ve got a surprise for you. Game developer scrawk (Digital Dust) has recently uploaded to Unity Asset Store an awesome plugin called Ceto: Ocean System.
What this thing does is help the system to simulate advanced ocean effects. It works great for background beauty or for some hardcore scuba-diving simulators. You can most definitely customize Ceto and add additional setting to make your ocean really unique. It’s already used in a number of titles, including The Forest, Homebrew, Strandard Deep.
I would like to present Ceto which is a ocean system for Unity. Its seemed like the natural choice given that the previous ocean projects have gotten the most attention. Work on Ceto began around March this year and it’s finally got to the stage where I was happy enough to put it on the asset store.
Ceto is not just a rehash of the old ocean project. It’s has been extensively redesigned. There are some common features like the wave spectrum previously used but plenty of new features like reflections, underwater effects.
The biggest feature of this tool are the wave overlays.
The wave overlays are quite a powerful new feature. They allow the ocean to be easily modified in local areas and the number of overlays is independent to the shader. This means that you could have hundreds of overlays modifying the ocean and the ocean shader still has the same performance. The overlays do of course have a small cost (a 1 quad draw call per overlay) but are still cheap and could be further optimized by batching to reduce the draw calls. The overlays allow you to modify the wave height, foam or normals in a local areas as well as allowing you to clip away parts of the ocean mesh. Very useful for inland caves and low areas of the terrain.