Dynamic Effects for Stylized Water 2 (Extension)

📌 REQUIRES THE STYLIZED WATER 2 (v1.6.0+) ASSET TO BE INSTALLED!

Before purchasing, you must acknowledge this (see section above)


📄 Documentation ‍🔗 Forum Thread 🕹 Windows Demo


Unlock the full potential to liven up water surfaces with localized effects, that respond to your creativity, to both enhance environments and support gameplay feedback.


Dynamic Effects are regular scene objects like meshes, particles, lines and trails but use a specialized shader that makes them project onto the water surface.


You can place them anywhere and in anyway, and they can add (vertical) displacement and/or surface foam, which allows for a variety of effects to be created.


This extension for Stylized Water 2 adds a rendering framework, but also aims to offer and further develop pre-built effects using it.


Fully compatible with the Underwater Rendering extension (v1.1.0+).


🌊 Features:

• Utilize particle effects and trails to push the water up and/or add surface foam.

• Recalculated normals, meaning effects properly influence the water's shading.


📦 Includes premade:

• Beach shoreline wave effect

• Boat wake effect (Trail & Particle based)

• Ripple trail effect (eg. swimming character)

• Impact ripple effect (eg. object dropped in water)

• Rain drops

• Wind gust

• Waterfall impact ripples

• Directional ripples


💡 Disclaimer:

• Prefab particle systems are configured to offer the widest sensible application (eg. sizes, timing and speed). You are encouraged to adjust/duplicate the prefabs to tailer them to your specific needs.

• Triggering and spawning effects through gameplay/events is expected to be handled by your own systems, such as a character/AI/boat controller (since they all differ). This asset uses standard Unity components, no special sauce, so general Unity concepts come into play.


⚡ Performance:

The render pass involved does not rely on an additional camera and integrates natively into URP's excisting culling/batching process. Providing best in class performance, no matter the world's complexity or scale.


The rendering range and resolution are the two influential, but scalable, factors. Configurable per render feature.


Typically occupies about 96mb in GPU memory. Down to <1mb for the lowest quality settings.


✔️ Compatibility:

• No exceptions from Stylized Water 2's compatibility details.

• Supports all platforms.

• Scalabe to use on mobile hardware (requires Surface Foam material feature to be enabled).

• VR rendering


🚧 Restrictions:

• Displacement created by effects does not affect C# buoyancy information.

• Surface displacement requires the Tessellation feature to be enabled on the receiving water material, or by using a high-poly mesh for water.

• Rendering resolution scales down by the increase in rendering range. Super high detail close to the camera, whilst rendering over long distances (+1000m) is not realistic to expect.

• Rendering internally is done from a top-down perspective, as such planets or spherical worlds aren't compatible, neither is 2D.


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