Before updating, remove the old version
This version is only compatible with HDRP 12+ rendering and is not compatible with Standard built-in/ URP/ Mobiles / WebGL
Water for Standard built-in version
Water for URP version
If you have already purchased the HDRP version, you can make a paid upgrade to standard built-in/URP 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 aproximation 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
- Tesselation
- 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 Expanse, Time of Day, Enviro 1 and 3, Atmospheric height and fog.
- VR supported (PC target platform)
You can get all new beta changes/fixes/features and get support on the Discord channel
public roadmap
Email: kripto289@gmail.com