Before updating, remove the water shaders/scripts folder
This version is only compatible with HDRP 12+ rendering and is not compatible with Standard built-in/ URP/ Mobiles / WebGL
Water for Standard built-in version 
Water for URP version 
If you have already purchased the HDRP version, you can make a paid upgrade to standard built-in/URP with a ~70% discount at any time.
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 aproximation 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
 - Tesselation
 - 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 Expanse, Time of Day, Enviro 1 and 3, Atmospheric height and fog.
 - VR supported (PC target platform)
 
You can get all new beta changes/fixes/features and get support on the Discord channel
public roadmap
Email:  kripto289@gmail.com