This version is only compatible with standard built-in rendering and is not compatible with URP / HDRP / Mobiles / VR / WebGL
Required compute shaders support.
Before updating, be sure to delete the old version!
Water for URP version
Water for HDRP version
If you have already bought a standard version, you can make a paid upgrade to URP / HDRP with a ~70% discount at any time.
Compatibility for VR (PC target) will be added later to this package.
Compatibility for mobile platforms will be added to separated packages (due to strong limitations)
All demo scenes and resources are included in the project.
Water rendering uses physical approximation for lighting/wave simulation and is based on such physical parameters as wind power, turbidity, transparency, dispersion, etc. Therefore, the rendering of water should look correctly in any scene, for example, during the day, at night, at sunset, or in the cave.
- GPU waves simulation with multiple cascades (to avoid tiling)
- Physical approximation of lighting (volumetric lights and shadows, absorption, scattering, caustic)
- Physical approximation of reflections using fast screen space projected reflections, camera planar reflections, baked and real-time reflection probes.
- Physical approximation of refraction in screen space with dispersion (using water IOR)
- Physical approximation of caustic relative to water depth and waves (with dispersion).
- Underwater effect with partial submersion
- Shoreline waves rendering with foam particles
- Flow rendering using flowmaps (integrated flowmap painter)
- Fluids simulation for static objects (rivers)
- Dynamic waves
- Rain effect
- Finite/Infinite/custom(partial) mesh support (ocean/pool)
- Write to depth buffer (for correct posteffects like 'depth of fields')
- Offscreen water rendering with scalable resolution (for example water can be rendered with resolution: 1080p, when scene rendered in 4k)
- Video/text description of each setting in the editor.
public roadmap: roadmap