Waterline PRO
https://www.fab.com/listings/0c1fc983-db84-4df3-b623-03db76d552c6
Waterline Effect with Displaced Waves, FFT Ocean and Shallow Water Simulation
What is Waterline?
Waterline is a collection of surface and post-process materials that work seamlessly to create high quality split-view water visuals for water with displaced waves!
.Waterline provides several quality options suitable from ArchViz animations to high-end mobile devices.
Waterline 3.0
Introducing Buoyancy and Shallow Water Simulation on an infinite and localized scale that works with all previous Waterline features! The effect is targeted for the PC/Console platform. For UE4.23+
Waterline 4.0 4.4 4.5 4.6 4.7
Introducing GPU based Ocean FFT Simulation! Our Ocean Sim is based entirely on Blueprints and Material editor with no reliance on any custom C++ We also have a ton exposed parameters allowing users to easily customize or even create their own FFT based oceans from scratch!
Waterline 5.0 5.1 5.2
Improved Ocean Grid with a ton more detail can now render details centimeters in size across kilometers. New Lake Actors that can be placed at different altitudes and be kilometers across. Imprved Underwater Ocean VFX. caustics library and real-time Ocean Caustics, improved ocean buoyancy (still WIP)
Note that Mobile feature (iOS and Android) are limited at the moment (no simulation) you can see what these are here: https://youtu.be/-oznhg1bJqU
Technical Details
Features:
10 Example Levels, 63 Textures, 59 Materials and 70 Instances, Post-Process Underwater Effects, Displaced Water Surface, Water Caustics Materials, Shallow Water Simulation on a localized and infinite scale and Buoyancy, FFT Ocean Simulation
Texture Resolutions: 64x64, 128x128, 256x16, 256x256, 512x512, 600x600, 720x720, 800x800, 1024x1024, 1920x1080, 2048x2048, 4096x1024, 4096x2048, 4096x2065, 4096X4096, 8192x8192
No of Materials: 59 Master Materials with 70 Instances
No of Textures: 63
No of Blueprints: 19
Supported Dev/Target Platforms: Windows PC
Important/Additional Notes:
> UE5.1 has some harsh TSR Anti-Aliashing smearing on animated materials setting the console variable "r.TSR.ShadingRejection.Flickering.Period" to 0 or really low improves clarity
> Shader calculations in Documentation are from 4.21 the numbers may change across engine versions.
> Changing the Near Clip Plane value from the default can cause artifacts
> As of UE5.3 Ocean Simulation is now supported in Vulkan (just make sure SM6 is enabled for Vulkan in your project settings)