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This question was closed Feb 03, 2017 at 06:06 PM by Scoutas for the following reason:

The question is answered, right answer was accepted

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Question by Scoutas · Jan 31, 2017 at 01:01 PM · terrainmeshwatercloth

Cloth, Mesh or Terrain for wavy sea water?

It's pretty straight-forward question, but basically I'm wondering which one of these methods would be least demanding on the hardware and which one of these would look better for such a thing.

Thinking about using perlin noise and updating the mesh/terrain constantly.

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Answer by tanoshimi · Jan 31, 2017 at 01:19 PM

Definitely Mesh.

  • Cloth is designed for physical simulation of thin surfaces - it's expensive and somewhat fragile.

  • Terrain is designed for heightmap-based terrain surfaces - it's not designed to be changed often during runtime, and it has lots of additional features you don't need (trees, grass, splatmaps).

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Answer by AnneSchmidt_legacy · Jan 31, 2017 at 03:49 PM

In 3D?

Use a plane, add a colour, and then add the following script to it:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Ocean : MonoBehaviour
 {
     public Renderer water;
 
     void Update ()
     {
         water.material.mainTextureOffset = new Vector2 (0, Time.time / 100);
         water.material.SetTextureOffset ("_DetailAlbedoMap", new Vector2 (0, Time.time / 80)); 
     }
 }

Source: https://unity3d.com/learn/tutorials/topics/graphics/realtime-global-illumination-daynight-cycle

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avatar image Scoutas · Jan 31, 2017 at 11:48 PM 0
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Yeah, it looks gorgeous, but I am after more of a 'cartoony' look for water, so using a mesh and smoothly updating the y values of it is what I'm after.

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