Description
๐ Documentation | ๐ฌ Forum | ๐น Android Demo | โ๏ธ Compatibility
The successor to the widly adopted, original, Stylized Water Shader asset. Now re-imagined from the ground up for the Universal Render Pipeline.
Built on over 8 years of experience developing water rendering, both on the asset store and for commercial projects, ready to take advantage of.
๐๐ฝโโ๏ธ Rundown
Instead of strictly relying on PBR-based techniques, a custom lighting model provides direct control over color and light/environment reflections. All whilst retaining correct dynamic lighting behaviour, and support for all of Unity’s native lighting features.
This asset is perfect for both beginners and experts alike. UX/UI is a core focus, making this straightforward to use. Extensive documentation is available, and regularly improved upon.
๐ง Shading features:
- Unlit, Simple and Advanced shading modes (spanning low- and high-end graphics)
- Deep, shallow and horizon color controls
- Intersection foam effect with opaque geometry, based on scene-depth or vertex colors
- Adjustable surface foam
- GPU-driven, layered wave animations
- Animated caustics in shallow water
- Translucency rendering from all light types
- Flat shading mode (low poly look)
- Control over Directional and Point/Spot light reflections.
- Separate control over environment reflections
- Sparkles based on normal map
- Refraction, distorts objects behind the water surface
- UV- or world-projected tiling (seamless water)
- Vertex color support to control foam, underwater fog and wave height
- Transparency mask to hide the water inside objects such as boats
- River mode, for directional animations and slope-based foam.
- Distance normals (tiling reduction)
โ๏ธ Technical features:
- Clean, accordion-style, material UI with tooltips and notifcations
- Tessellation support, dynamically subdivides triangles (adaptive & distance-based)
- C# API to read the wave height/normal. Integration for Dynamic Water Physics 2
- Planar Reflections Renderer component, robustly designed and scalable.
- Water Grid component, creates water tiles which can follow a specific transform/camera
- Utility to create subdivided plane/circle mesh assets
๐ฆ Includes:
- Tropical beach demo scene
- Several pre-configured water materials
- Several foam and normal map textures (custom made)
- Set of particle effects, designed for gameplay and environment enhancement (flipbooks with normal maps)
โ๏ธ Compatibility:
- Universal Render Pipeline (URP) 10.3.2+ (excluding the Built-in RP & HDRP)
- PC, macOS, Xbox, Playstation, Nintendo Switch, Android/iOS and WebGL 2.0
- DirectX, Metal, Vulkan and OpenGL (3.0+).
- Automatic fog integration for: Enviro, Azure Sky, Atmospheric Height Fog, SC Post Effects, COZY Weather and Buto.
- Curved World 2020 support
- Supports spot/point lights and baked/dynamic GI
- Network-syncronized waves/animations
- Orthographic camera’s
- VR rendering (both Single Pass Instanced & Multiview)
- Full detailsโฆ
โก Performance:
Hand-written, expertly crafted shader, for maximum performance and complete flexibility.
Features can be disabled, making it scalable to use on mobile platforms. Down from a simple colored plane up to a vivid animated lake.
๐ง Limitations:
- Built for 3D rendering. Can’t be used with the 2D Renderer or Tilemaps
- Planar reflections are disabled in VR
- Not ideal for planetary rendering (texture seams would be unavoidable)
Technical details
We expect you to have a clear understanding of the Universal Render Pipeline and to have already converted your project to it before making a purchase.
You can find a comprehensive overview of compatibility details outlined here.
- Shader requires the depth texture option to be enabled in URP in most cases, check how this affects your draw calls first.
- 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 simple API call (details outlined in documentation)
- Intersection foam is based on the vertical distance between the water, and the object/pixel below. It’s technically not possible to exclude specific objects from the effect.
- Tessellation requires DirectX11+, Metal or Vulkan rendering (automatically falls back if not supported)
Disclaimer:
Please note that we intend these files for learning purposes or as a trial before purchasing the full commercial version. Using these assets for commercial purposes without proper licensing is strictly prohibited.
Check Unity Asset Store For more info: https://assetstore.unity.com/packages/vfx/shaders/stylized-water-2-170386
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