KWS Water System (Standard Rendering) OFFICIAL SALE

Before updating, remove the old version


This version is only compatible with the standard built-in rendering and is not compatible with URP/HDRP/Mobiles/WebGL. It requires compute shaders support.


Water for URP version

Water for HDRP version

If you have already purchased the standard version, you can make a paid upgrade to URP/HDRP with a ~70% discount at any time.



All demo scenes and resources from the video are included.


PC DEMO


The water rendering employs a physical approximation for lighting and wave simulation, based on real-world parameters such as wind speed, turbidity, transparency, etc.

Therefore, water rendering should appear correct in any scene, whether it be during the day, at night, at sunset, or in a cave.


Features:

  • GPU waves simulation with multiple cascades (to avoid tiling)
  • Physical approximation of lighting (volumetric lights and shadows, absorption, sub-surface scattering, caustics, sunshafts, PBR shading and sun reflection)
  • Physical approximation of reflections using reflection stack: fast screen-space projected reflections (several times faster than any other SSR methods) + camera planar reflections + skybox reflection
  • Physical approximation of refraction in screen space with dispersion (using water IOR)
  • Physical approximation of caustics relative to water waves (with dispersion).
  • Underwater with partial submersion
  • Underwater sunshafts/volumetric lighting with caustics
  • Underwater half-line tension effect
  • Underwater physical approximation rendering (Snell's window effect and internal ssr reflection with volumetric lighting)
  • Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles)
  • Aquarium mode
  • Decal system using shadergraph (include duckweed/blood effects)
  • Trails using shadergraph and particle system (include foam trail effect)
  • Instersection and open ocean foam
  • Shoreline foam waves rendering with pre-baked particles simulation
  • Flow rendering using flowmaps (integrated flowmap painter)
  • Fluids simulation for static objects (rivers) with foam rendering
  • River system using splines
  • Buoyancy (and API)
  • Dynamic ripples (using primitives or mesh renderer)
  • Rain effect
  • Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
  • Optimized multple water instances rendering
  • Lod system with dynamic mesh quality and culling using QuadTree
  • Tessellation
  • Writing to depth buffer (for correct posteffects like 'depth of fields' or third-party fogs/plugins)
  • Video/text description of each setting in the editor.
  • Fog compatibility out of the box (in one click) with third-party assets for Enviro, Enviro3, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist 2, COZY weather, Aura2.
  • VR supported (PC target platform)

Support for mobile platforms is not planned in the near future due to technical limitations/bugs of compute shaders on mobile platforms.


You can get all new beta changes/fixes/features and get support on the Discord channel

public roadmap: roadmap

Email: kripto289@gmail.com