diff --git a/README.md b/README.md index 40c4e3a..94b6e7b 100644 --- a/README.md +++ b/README.md @@ -9,53 +9,19 @@ The plugin includes: * Sample content, including water shader and grid meshes to be used on scene * Set of global shaders that perform FFT calculation and other tech stuff on GPU -Plugin is actively used in [SeaCraft](http://seacraft.sc) project development. +Check the **[Wiki](https://github.com/ufna/VaOcean/wiki)** tab to know more about the plugin. -Current version: **0.4 Alpha 6** +Current version: **0.4 Alpha 6 Hotfix 1** ![SCREENSHOT](SCREENSHOT.jpg) -Features --------- - -Some key things you should know about the VaOcean: - -* Based on Jerry Tenssendorf’s paper "Simulating Ocean Water" -* Displacement is generated from Phillips spectrum (statistic model), processed by [fast Fourier transform](http://en.wikipedia.org/wiki/Fast_Fourier_transform) -* Spectrum per-frame update, FFT and displacement map generation are performed on GPU (it's really fast!) -* Currently algorythm uses only 512x512 maps -* Ocean shading is running as material shader - -Ocean material shader is quite simple, and can be easily extended to fit your requirements. Current shading components: - -* Water body color: using near, mid and far color mixed by Fresnel term -* Perlin distance-based noise applied both to normals and displacement to remove pattern tiling artifacts -* UE4 screen-space dynamic reflections. It's not the best way to handle a reflection for waves, but the only one we can use with dynamic objects like warships and VFXs now -* Waves **subsurface scattering**, based on fake LightVector. To use it right way, you should pass your scene's sun location vector to material instance via blueprints. - -Futher improvements are on the way! Energy-based foam, physics body reaction (like FluidSurface in UE3/UDK), splashes and bursts, rigid body swimming simulation and even more! - - -Installation ------------- - -1. Download the **plugin binaries** for the [latest release](https://github.com/ufna/VaOcean/releases/tag/0.4-a6): [VaOceanBinaries.7z](https://github.com/ufna/VaOcean/releases/download/0.4-a6/VaOceanBinaries.7z). -1. Make a "Plugins" folder under your game project directory, then copy plugin binaries to any subdirectory under "Plugins". -1. **Copy global shaders** from *Shaders/* plugin directory to your engine installation shaders directory (f.e. *./Unreal Engine/4.1/Engine/Shaders*). -1. Compile your game project normally. Unreal Build Tool will detect the plugins and compile them as dependencies to your game. -1. Launch the editor (or the game). Plugin will be initially disabled, but you can turn it on in the editor UI. -1. Open the Plugins Editor (Window -> Plugins), search for VaOcean plugin (you can find it in the **Environment** section) and enable it by clicking the check box. -1. Restart the Editor. The plugin will be automatically loaded at startup. - - Legal info ---------- -Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. - -Unreal® Engine, Copyright 1998 – 2014, Epic Games, Inc. All rights reserved. +Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 – 2014, Epic Games, Inc. All rights reserved. +Plugin is completely **free** and available under [MIT open-source license](LICENSE). References diff --git a/VaOcean.uplugin b/VaOcean.uplugin index 3225a1e..cddff7f 100644 --- a/VaOcean.uplugin +++ b/VaOcean.uplugin @@ -3,11 +3,11 @@ "FriendlyName" : "VaOcean", "Version" : 6, - "VersionName" : "0.4-a6", + "VersionName" : "0.4-a6 Hotfix 1", "CreatedBy" : "Vladimir Alyamkin", - "CreatedByURL" : "http://ufna.ru", + "CreatedByURL" : "http://alyamkin.com", "EngineVersion" : 1579795, - "Description" : "Ocean surface simulation", + "Description" : "Ocean surface simulation plugin", "Category" : "Environment", "CanContainContent" : true,