Unity-KWS Water System Standard Rendering U3660

KWS Water System Standard Rendering

Water System is a module based component allowing you to simulate such water surfaces as an ocean/sea/river/lakes/pool/etc. Water System targeted at PC/console platforms and standard rendering.
Programmable Render Pipeline (SRP) compatibility
The Unity Programmable Render Pipeline (SRP) is a feature that allows you to control rendering through C# scripts. SRP is the underlying technology that supports the Universal Rendering Pipeline (URP) and the High Definition Rendering Pipeline (HDRP).
Unity version
Built-in rendering pipeline
Universal Rendering Pipeline (URP)
High Definition Rendering Pipeline (HDRP)
2020.3.1f1
compatible
Not compatible
Not compatible
describe
Before updating, remove the old version

This version is only compatible with the standard built-in rendering and is not compatible with URP/HDRP/Mobiles/WebGL. It requires compute shaders support.

Water for URP version

Water for HDRP 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 Enviro, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist2, COZY weather.

You can get all new beta changes/fixes/features and get support on the Discord channel

public roadmap: roadmap

Email: kripto289@gmail.com

 

technical details

related keywords
Coastal
Light
volumetric
Shader
Caustic
River
Simulation
shoreline
foam
Ocean
flowmap
System
Water
KWS