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Important: The Shallow Water package is NOT required for shallow water. It is an integrated shallow water simulation - a next-generation feature. Crest 5 can still have shallow water using the same features as Crest 4 does.
Crest is a trusted water solution by many studios for its quality and performance. It has been implemented in several successful games and simulators and is the subject of SIGGRAPH talks.
Nominated for Best Artistic Tool in the 16th Unity Awards.
CREST 4 x 5 HIGHLIGHTS
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Some features (mostly deprecated) have been removed, while others have been moved to separate packages. Please refer to the Release Notes for more information.
WORKFLOW
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FEATURES
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Novel Level of Detail System
Both mesh and data are rendered using several LODs. This allows high fidelity up close without sacrificing performance. This system has been used for several years, including multiple successful titles, thus is mature and battle-tested. More information: https://docs.crest.waveharmonic.com/Manual/SystemNotes.html
Rich Selection of Data
Due to Crest's scalable system, it can execute several data sets. These include Animated Waves (displacement), Dynamic Waves, Water Depth, Water Level, Albedo, Flow, Foam, Shadows, and Surface Clipping. The selection has been expanded since launch to now include Absorption and Scattering.
Powerful Input System
These data sets have accompanying inputs, with different modes to use renderers (mesh, trail, line, and particles), textures, etc., as data sources, to inject and manipulate data. Shader Graph is supported (BIRP and URP only due to a bug/limitation with HDRP).
Query System
Query water displacement, normals, and velocity (using asynchronous GPU read back) to get data to the CPU. Furthermore, other data can be queried like flow and signed-distance to the shoreline.
Physically Based Rendering
Simulated light transport including approximation of reflections, refractions, transmission, scattering, caustics, and shadowing.
Underwater
Underwater effect with pixel-perfect partial submersion. Includes a meniscus (water line), and models out-scattering (darkening with depth).
Water Physics
Buoyancy and drag are provided with a semi-modular floating object system. With layers, physics can be nested to allow floating objects to behave correctly inside other floating objects (eg barrel in a boat).
Deterministic FFT and Gerstner Waves
With innovative "equalizer" style wave authoring, create wave conditions from calm seas to monstrous waves for storms. Multiple wave sets can be blended together, including local waves with edge interpolation. This is the most powerful wave system for Unity.
Shallow Water Wave Attenuation
Dampens waves based on the water depth similar to how they would at shore, and importantly prevents waves from rising above the surface.
Important: This is not the same thing as shallow water simulation, which is a separate asset.
Absorption & Scattering Simulation
Change absorption and scattering at the texel level. Give rivers and lakes different colors, or simulate various beaches by using the shoreline absorption/scattering.
Dynamic Waves Simulation
An advanced dynamic wave simulation used for modelling wakes, ripples, wave reflections, and other forms of waves.
Foam Simulation
A rich foam simulation where foam dissipates over time. Foam contributions can come from turbulence, shorelines, and foam inputs.
Flow
Advects waves, normals, foam, and caustics. Bring your own flow map via a texture or use our many other input modes.
Shadow Simulation
Provides both soft and hard shadows. The former is used for shadowing the water volume; it will vary the softness by the scattering/absorption coefficients. The latter is used to improve on Unity's shadows, which affect specular highlights.
Surface Clipping
This is used to remove the water surface for boats, caves, etc. Holes can be cut using a mesh or signed-distance primitives for extra precision.
Varying Water Level
Change the water level to create elevated lakes. It is possible to create a gradient to create rivers and streams. Bring your own height map via a texture or use our many other input modes.
Albedo Layer
Apply color to the water surface similar to decals. This is perfect for algae in swamps.
Online & Offline Documentation
We provide documentation both online and offline. Documentation includes a fully documented API. Offline documentation is in the form of a PDF. Online documentation can be found here: https://docs.crest.waveharmonic.com/About/Introduction.html
Documented API
We provide an extensive API which is fully documented. Here is the page for the main component: https://docs.crest.waveharmonic.com/API/WaveHarmonic.Crest/WaterRenderer.html
Much More
Please see extension assets below for more features.
Please see the Frequently Asked Questions section in our documentation for more important information.
Sample scene selection may not include ones shown in marketing materials and screenshots.
COMPATIBILITY
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LIMITATIONS
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These known limitations may be solved in future versions.
REQUIREMENTS
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As a general requirement, it may be necessary to update to the latest patched version of Unity in order for a problem to be solved. Furthermore, legacy versions of Unity are not supported.
EXTENSIONS
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These are optional extensions.
CREST 4 MIGRATION
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There is no assisted migration from Crest 4 to Crest 5. All GUIDs have been regenerated so Crest 5 can be imported alongside Crest 4 for manual migration.
ASSET COMPATIBILITY
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We avoid non-standard techniques and are not aware of any major incompatibilities. Third-party assets will need time before integrations are available. We have a list of known integrations, including Dynamic Water Physics 2 (DWP2), Enviro 3, and Expanse.