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Have you tried flipping it back in the shader? float4 Tex2D0=tex2D(_GrabTexture, float2(Add2.x, 1.0-Add2.y));


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It's definitely achievable. Having never attempted it or anything, or really even tried all I could find was this link. I'm hoping it'll help you, as I look forward to trying it.


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This is achievable , what you need is Unity water and some script to simulate buoyancy. You can find the script in this link:- http://forum.unity3d.com/threads/buoyancy-script.72974/ Note:- You might also need to use some particles or mesh to fill the volume of the water. As unity water is restricted only to the surface and not the entire volume :)


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For future reference: I solved this problem by mirroring everything over the local waterheight instead of a plane. I rendered all that using the standard camera.


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A) First thing you need is River bed mesh You need to create a river mesh by using 3D editing software, like Blender, Maya. If you want to do this in unity you will not get best tools but there many tools available on unity asset store, that provide creating meshes in Unity for example "Easyroads", Mesh toolkit, Prototype. B) Second you need to create a ...



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