Stylized Water 2
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Stylized Water 2

Description


๐Ÿ“„ Documentation | ๐Ÿ’ฌ Forum | ๐Ÿ•น Android Demo | โš™๏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.

๐Ÿ„๐Ÿฝโ€โ™€๏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.

๐Ÿ’ง 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)

โš™๏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

๐Ÿ“ฆ 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)

โœ”๏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 detailsโ€ฆ

โšก 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.

๐Ÿšง 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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