Unity-KWS Water System (HDRP Rendering) U3592

KWS Water System (HDRP Rendering)

描述

 

Before updating, remove the old version

This version is only compatible with HDRP 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 bought the standard version, you can make a paid upgrade to URP/HDRP with a ~70% discount at any time.

Compatibility for mobile platforms will be added to separate packages due to mobile limitations.

All demo scenes and resources from the video are included.

PC DEMO

Water rendering uses physical approximation for lighting and wave simulation and is based on physical parameters such as wind power, turbidity, transparency, dispersion, etc. Therefore, water rendering should look correct in any scene, such as 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, scattering, caustics, sunshafts)
  • Physical approximation of reflections using fast screen-space projected reflections (several times faster than other SSR methods), camera planar reflections, cubemap(probe) reflection
  • Physical approximation of refraction in screen space with dispersion (using water IOR)
  • Physical approximation of caustics relative to water depth and waves (with dispersion).
  • Underwater effect with partial submersion
  • Underwater sunshafts/volumetric lighting with caustics
  • Shoreline waves rendering with foam particles
  • Flow rendering using flowmaps (integrated flowmap painter)
  • Fluids simulation for static objects (rivers) with foam rendering
  • River system using splines
  • Buoyancy
  • Dynamic ripples
  • Rain effect
  • VR supported (PC target platform)
  • Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
  • Lod system with tesselation or quadtree rendering
  • Writing to depth buffer (for correct posteffects like ‘depth of fields’)
  • Video/text description of each setting in the editor.
  • Fog compatibility (in one click) with third-party assets for Expanse, Time Of Day, Enviro, Atmospheric height fog.