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Pack supports Built-in, HD RP, and URP.
R.A.M 3 is a newly rebuilt and extended version of R.A.M 2019 and R.A.M, which has been on the market since mid-2014. The pack gives you the ability to create very advanced rivers and lakes, seas, waterfalls, and swamps with flow maps, underwater effects, and connect them automatically. It can create roads and paths, fences, cliffs, and bend them as well. RAM can carve terrain and textures on it, automatically under our splines.
Pack support unity:
- Unity 2022.3+ HD RP, URP, Built-in
- Unity 2023.2+ HD RP, URP, Built-in
- Unity 6+ HD RP, URP, Built-in
- Unity 6.1+ HD RP, URP, Built-in
- Unity 6.2+ HD RP, URP, Built-in
- Unity 6.3+ HD RP, URP, Built-in
- Unity 6.4+ HD RP, URP, Built-in
- RTX support
- DOTS support
- SRP Batcher support
- Mobile support with a demo scene
- For lower engine versions, please use our old R.A.M 2019 or R.A.M
To run HD or URP please import the pack to HD or URP project and then import the support pack inside the asset in "HD and URP support" folder ". It will replace shaders, prefabs, and meshes so they will work with RP out of the box. Please also check the readme files inside that folder.
System parts:
River / Swamp / Road system
- Save and read setup via profiles;
- Water shaders generate a few cascade/waterfall types by the slope of the mesh;
- You can split, and connect multiple times the river splines;
- Connect rivers with lakes, waterfalls, and the sea via vertex alpha automatically or manually;
- Noise the river or road spline by slope curve;
- Speed up flow map via slope for realistic waterfalls;
- Mix and change via mesh painter:
- Height Painter: manage spline height via painter, generate cascades, or just bump spline in specific areas, etc;
- Flowmap Painter: speed up or change river direction. Via direction, attraction, repulsion, or smudge (mouse move);
- Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
- Simulation tool: place one point and generate a river from that point. The system will analyze terrain and slopes to put the proper river direction;
- You can change the shape of the mesh in cross-section per point or globally for spline. Good for roads or paths to accent the shape of the object;
- Spline could be snapped to terrain or any 3d mesh;
- Change verts distribution: increase their density per point, globally or for example move it into spline borders which is useful for asphalt roads;
- Get normal direction from terrain or 3d mesh under the spline. Good for paths or lava;
- Spline terrain functions: carve, paint it, remove foliage;
- Spit spline into multiple meshes or splines;
- Read, and export points and information into CSV;
- Export mesh into unity asset;
Lake and Sea system
- Save and read setup via profiles;
- River shader generates a few cascade/waterfall types by the slope of the mesh;
- Sea shader:
- The system analyzes terrain, and colliders under the lake/sea, and gives information about its shape;
- Sea shaders use terrain or colliders data to generate non-repetitive waves based on the shoreline;
- Main waves move in wind direction (flow-map);
- Polar waves accent the shoreline;
- Silent areas hide main waves after objects, so waves will not appear after the island immediately, while polar waves still swash the shore.
- Waves bump then crush and swash on the shoreline. (wave physically accurate).
- Waves can be affected by object colliders;
- Connect lakes with rivers via vertex alpha automatically or manually;
- Mix and change via mesh painter:
- Height Painter: manage spline height via painter, generate cascades, or just bump the shape, etc.
- Flow map Painter: speed up or change lake direction. Via direction, attraction, repulsion, or smudge (mouse move);
- Vertex Color Painte
Description sourced from the Unity Asset Store listing.