Highly customizable to suit your art direction through various parameters. This package focuses on providing artistic freedom, rather than a realistic water simulation. Easy to use and self-documented
The successor to the original Stylized Water Shader asset, widely adopted since 2016. Re-imagined from the ground up for the Universal Render Pipeline.
Features:
• Deep, shallow and horizon color controls
• Intersection foam effect with other objects
• Unlit/simple and advanced shading modes
• Adjustable surface foam
• GPU-driven, layered wave animations
• Animated caustics in shallow water
• Translucency rendering from all light types
• Flat shading toggle (low poly look)
• Planar reflections (excluding VR)
• Separate control over skybox- and sun reflections
• Sparkles based on normal map
• Refraction, distorts objects underneath water surface
• UV- or world-projected tiling (endless water)
• Vertex color support for foam, opacity and wave height
• Transparency mask to hide the water inside objects such as boats
• Buoyancy API to read the wave height/normal. Integration with Dynamic Water Physics 2
• River mode for spline meshes (created using other tools)
• Distance normals (tiling reduction)
Includes:
• Tropical beach demo scene
• Several pre-configured water materials
• Pre-made foam and normal map textures
• Utility to create subdivided plane/circle mesh assets
• Set of particle effects, designed for gameplay and environment enhancement (flipbooks with normal maps)
• Water Grid component, creates water tiles which can follow a specific transform
✔️ Compatibility:
• URP 7.4.1+ (excluding Built-in/HDRP)
• PC, macOS (OpenGL/Metal), Consoles, Android/iOS (OpenGLES 3.0+)
• One-click integration for Enviro, Azure Sky, Atmospheric Height Fog, SC Post Effects and Curved World 2020
• Supports spot/point lights
• Orthographic camera’s
• Virtual Reality headsets, verified for Oculus Rift (See details about Quest)
• Full details…
⚡ Performance:
Hand-written, expertly crafted shader, for maximum performance and flexibility.
Features can be disabled making it scalable to use on mobile platforms. Down from a simple colored plane to a vivid ocean.
Limitations:
• Caustics are not visible when camera enters water
• Can’t be used with the 2D Renderer
• Planar reflections are disabled in VR
⚠️ It is expected you already know what the Universal Render Pipeline is, and have already converted your project to it.
Full compatibilty details are outlined here.
Shader requires the depth texture option to be enabled in URP in most cases.
Underwater rendering is under development as a separate extension.
Water is transparent, so any depth-based post processing effects will not affect it (inherent to how 3D rendering works). Integration for several fog renderers is included (details)
Network-syncronized waves is possible through a single code adjustment (details outlined in documentation)