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Publisher

kripto289

Please Note

This entry is from Wednesday July 24, 2024. The price of the asset may have changed since then.
Please visit our homepage for recent offers and sales. Official and private Unity Asset Store™ sales usually last about 14 days.

Overview

Before updating, remove the water shaders/scripts folder.


Unity 6 supported (using native RenderGraph support)

This version is only compatible with URP (PC/consoles target platforms) and is not compatible with Standard built-in/ HDRP / Mobiles(Android/IOS/Switch/quest) / WebGL.


Water for Standard built-in version

Water for HDRP version


If you have already purchased the URP version, you can make a paid upgrade to standard built-in/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 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
  • 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, Atmospheric height fog, COZY weather 1,2,3
  • 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


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