Crest Water System HDRP (Ocean, Rivers & Lakes) is a class-leading water system authored by professional game developers.
-Latest version – 4.18
Render pipeline compatibility:
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Additional compatibility information:
- We have a version of Crest targeting BIRP here and URP here.
- Tested on Unity 2020.3, 2021.3, 2022.3 and 2023.1.
- Crest does not support OpenGL or WebGL.
Description:
Documentation • Email • GitHub • Discord • Twitter • YouTube
- Crest is a trusted water solution by many studios for its quality and performance. It has been implemented in several successful games & simulators and is the subject of SIGGRAPH talks.
Workflow:
- Add water in minutes with three components (water surface, underwater, and waves)
- Sane and balanced defaults
- Several example scenes covering many use cases
- Detailed help boxes display validation errors directly in the inspector with fix buttons to guide setup
- Online documentation with embedded videos
Features:
- State-of-the-art LOD system achieving class-leading performance
- Innovative “equalizer” style wave authoring. Both FFT and Gerstner waves supported
- Input system for modifying ocean data (like foam) using mesh, trail, line, and particle renderers
- Innovative “wave spline” technology to give detailed control over water simulation including rivers, lakes, and shorelines
- Simulated light transport including reflection, refraction, scattering, caustics approximation, and shadowing
- Underwater effect with partial submersion and meniscus
- Query water displacement using GPU or CPU
- Unity Server support is suitable for authoritative servers (like MMOs)
- Shifting Origin component provided for large/open worlds
- Dynamic wave simulation (“ripple simulation”) for dynamic object-water interaction including boat wakes
- Shallow water – light scattering and wave attenuation
- Foam simulated from waves and shorelines
- Apply colors onto the ocean surface similar to decals
- Water volumes that can restrict rendering of both surface and underwater to a given geometry (eg sphere of water)
- Flow to enable horizontal motion of water surface
- Physics interface with buoyancy implementations and support for Dynamic Water Physics 2
- Flexible time synchronization to support networking and cutscene Timelines
- Surface clipping to carve hulls/caves out of water surface
- Planar reflections
- Deferred, Forward, Perspective, Orthographic and Stereo (VR/XR) rendering supported
- Shader Graph nodes for applying underwater to transparent objects
- Ocean Shader Graph (2021.3+ only)
- Ray-Traced Reflections support (2021.3+ only)
- Screen-Space Reflections and Planar Reflection Probes supported
- Decals supported
- Much more.
Asset Compatibility:
We avoid non-standard techniques and are not aware of any major incompatibilities. Our users also use Dynamic Water Physics 2, Enviro, Gaia, Microsplat, Nature Manufacture, Azure[Sky], Skybox Creator, Weather Maker, Vegetation Studio, and many more…
Example Scenes:
This asset comes with a few example scenes, including the “Submarine” demo scene shown above. This scene was created by the Digital Wizards team (Aldana Zanetta and Fernando Zanetta).
Technical Details:
- Crest is built to be powerful, flexible, and scalable which may not be suitable for low-end mobile devices. Several studios have successfully launched using Crest on Android, iOS, PC, PlayStation, Switch, and Xbox.
- Crest does not support OpenGL or WebGL and requires shade compilation target 4.5 or above.
- Crest has limited support for rendering multiple cameras simultaneously, as would be required by split-screen multiplayer for example, as the LOD detail is centered around one position (normally the main camera).
- The Crest code contains MIT-licensed code. The copyright notices are specified in the included file ThirdPartyNotices.md.
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/tools/particles-effects/crest-water-system-hdrp-ocean-rivers-lakes-164158
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