3rd August 2018

CASCADE DOC

What is Cascade ?

Designed around performance and ease of use with CASCADE you can easily create multiple surface water like RIVERS, LAKES, and WATERFALL with a few clicks with a powerful mesh generator tool, a modular performance shader and a fast terrain procedural engine that allow you to create river bed in few seconds.

CASCADE uses an advanced terrain procedural engine that allow RIVER BED CARVING getting high realism.

You have full control of the main parameters like width, slope, water depth, etc. globally and per node. It is the only system that allows amazing water surfaces flowing into each other like a River flows in Lake.

CASCADE does not use simply a shader, but a shader generation system based on dynamic programming that allows the generation of custom shaders based on the features you select. Unused features are completely removed from the code. In combination with the highly optimized code that allow the best performance you can get from a water shader

Cascade is designed and developed as an original and unique asset to support Unity users to improve workflow and quality of their large terrain landscapesCascade is not a collection of river shaders, but rather a system which generates shaders based on user selectable options. Changing one of these options will rewrite the shader code from scratch, generating a new and optimized shader to replace the old one. This allows the shaders to have more options, with better optimizations, than traditional Unity shaders.

For each new type of water you wish to create, you will create a shader and material pair, which can be used with multiple rivers and lakes. You can create a new shader by right clicking in your project window and selecting Create->River->River Shader from the menu. Create a new material, and assign it to the shader. The interface for all shader options is accessed via the material.

Turning on shader options generally increases the cost of the shader, and if enum values are present, later enum values are more expensive than previous enum values.

Last updated on 7th August 2018
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