KWS Water System (Standard Rendering)

Before updating, remove the water shaders/script folder


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 purchased the Standard version, you can upgrade to the URP or HDRP versions at any time with a ~70% discount.
You can also upgrade to the new KWS2 Dynamic Water System with a ~40% discount.



All demo scenes and resources from the video are included.


PC DEMO


The water rendering uses a physically-based lighting and fft wave simulation model, driven by real-world parameters such as wind speed, turbidity, transparency, etc.
As a result, the water should appear visually correct in any scenario - whether it's day or night, in sunlight or shadow, or even in enclosed environments like caves.


Features:

  • GPU waves simulation with multiple cascades (to avoid tiling)
  • Physical approximation of lighting (volumetric lights and shadows, absorption, sub-surface scattering, caustics, sunshafts, PBR shading and sun reflection)
  • Physical approximation of reflections using reflection stack: fast screen-space projected reflections (several times faster than any other SSR methods) + camera planar reflections + skybox reflection
  • Physical approximation of refraction in screen space with dispersion (using water IOR)
  • Physical approximation of caustics relative to water waves (with dispersion).
  • Underwater with partial submersion
  • Underwater sunshafts/volumetric lighting with caustics
  • Underwater half-line tension effect
  • Underwater physical approximation rendering (Snell's window effect and internal ssr reflection with volumetric lighting)
  • Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles)
  • Aquarium mode
  • Decal system using shadergraph (include duckweed/blood effects)
  • Trails using shadergraph and particle system (include foam trail effect)
  • Instersection and open ocean foam
  • Shoreline foam waves rendering with pre-baked particles simulation
  • Flow rendering using flowmaps (integrated flowmap painter)
  • Fluids simulation for static objects (rivers) with foam rendering
  • River system using splines
  • Buoyancy (and API)
  • Dynamic ripples (using primitives or mesh renderer)
  • Rain effect
  • Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
  • Optimized multple water instances rendering
  • Lod system with dynamic mesh quality and culling using QuadTree
  • Tessellation
  • Writing to depth buffer (for correct posteffects like 'depth of fields' or third-party fogs/plugins)
  • Video/text description of each setting in the editor.
  • Fog compatibility out of the box (in one click) with third-party assets for Enviro, Enviro3, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist 2, COZY weather, Aura2.
  • VR supported (PC target platform)

Support for mobile platforms is not planned in the near future due to technical limitations/bugs of compute shaders on mobile platforms.


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

public roadmap: roadmap

Email: kripto289@gmail.com