Digital Water

Digital Water System - Professional Water Rendering Made Simple


Create stunning water environments in seconds with Digital Water System, a production-ready water solution for Unity 6000.2 URP 17. Designed for developers who need high-quality water without the complexity of AAA-grade systems, this asset delivers impressive visuals with an intuitive workflow that gets you from zero to beautiful water in just three clicks.


INSTANT SETUP WITH PRESETS MANAGER


Forget complex manual configuration. Open Tools > Digital Water Presets Manager, click the green hammer button next to any preset, and watch as a complete water system materializes in your scene - fully configured and ready to render. Whether you need an ocean, lake, stream, or puddle, professional-quality water is literally seconds away.


The included presets cover common water types: Default System, Night Lake, Silent Stream, Puddle, Light Lake, and Sea variations. Each preset includes pre-tuned parameters for surface appearance, wave behavior, and underwater effects, eliminating hours of trial-and-error tweaking.


PHYSICALLY-BASED WAVE SIMULATION


Digital Water System uses Gerstner wave mathematics to create natural, flowing water motion. Four independently controllable waves combine to produce realistic ocean swells, gentle lake ripples, or anything in between. Wave parameters include amplitude, steepness, wavelength, speed, and direction - giving you precise control over water behavior without requiring physics expertise.


Additional wave detail layers add high-frequency surface variation, while wind effects and wave modulation create organic, ever-changing water surfaces that never feel static or artificial.


COMPLETE SURFACE AND UNDERWATER RENDERING


The dual-shader architecture renders both above-water and underwater views with proper physics. Surface rendering includes:


  • Dynamic reflections with environment cubemap support and Fresnel effects
  • Physically accurate refraction with chromatic aberration
  • PBR specular highlights with anisotropic properties
  • Multi-layer foam system with edge foam, wave crests, and dynamic streaks
  •  Caustics projection showing light patterns on underwater surfaces
  • Sun and moon glitter with anisotropic sparkle effects
  • Subsurface scattering for realistic light transmission

Underwater rendering delivers true immersion:


- Snell's Window effect showing the circular view to above-water world with physically correct critical angle

- Total Internal Reflection (TIR) creating mirror-like surface outside the window

- Volumetric fog with depth-based color transitions from shallow to deep water

- Light scattering with configurable phase functions

- Wavelength-dependent color absorption (red light absorbed first, blue last)

- Animated volumetric caustics dancing through the water column

- Depth-based visibility falloff for realistic underwater clarity


SEAMLESS TRANSITIONS


The system automatically detects camera position and smoothly transitions between three states: above water, crossing the surface, and fully submerged. No manual switching, no visible seams - just natural transitions as your camera moves through the water.


Wave synchronization ensures the surface and underside match perfectly, maintaining visual continuity whether viewing from above or below. The automatic wave amplitude calculation handles surface crossing smoothly even with dynamic waves.


ADVANCED SHADER FEATURES


Two normal mapping modes provide flexibility for different visual styles and performance requirements


Optional GPU tessellation adds geometric detail for close-up shots without burdening distant water with unnecessary polygons. Adaptive tessellation based on camera distance ensures optimal performance.


The modular shader architecture uses feature toggles to compile out unused code, meaning disabled features have zero performance cost. Enable only what you need: refraction, reflection, foam, caustics, normal mapping, chromatic aberration, underwater blur, or wave detail.


PERFORMANCE AND OPTIMIZATION


Built on Unity 6000.2's modern RenderGraph API, Digital Water System leverages automatic resource pooling, zero-allocation command buffers, and SRP Batcher compatibility for minimal CPU overhead. The efficient Blitter API handles fullscreen effects without unnecessary draw calls.


LOD system reduces detail on distant water, while configurable update intervals let you balance visual quality against performance. Wave count is adjustable from zero (flat surface) to four (complex ocean), giving you direct control over computational cost.


The system works smoothly on mid-range hardware and scales up beautifully on high-end systems. Mobile-friendly settings are achievable by disabling tessellation and reducing volumetric effect intensity.


PRESET SYSTEM FOR RAPID ITERATION


Beyond the one-click creation workflow, the preset system supports saving your customized configurations. Dial in the perfect water for your scene, save it as a preset, and reuse it across projects. Presets are JSON files containing all system settings, material properties, and shader keywords - easily version controlled and shared with your team.


Apply presets to existing water systems to instantly update their appearance, or create entirely new water objects with preset configurations baked in.


FLEXIBLE AND EXTENSIBLE


Digital Water System respects your workflow. Use world-space or mesh UVs, work with perspective or orthographic cameras, and render single or double-sided surfaces. Vertex color effects, displacement masks, and alpha masks provide additional creative control.


The clean, modular codebase is production-ready with minimal dependencies. All shader includes are organized logically, making customization straightforward for teams who want to extend functionality.


WHAT'S INCLUDED


  • Main water surface shader with full feature set
  • Underwater surface shader with Snell window and TIR effects
  • Volumetric underwater post-processing shader
  • WaterSystem component with automatic management
  • UnderwaterVolumeFeature renderer feature for URP integration
  • SimpleCameraController for testing and demos
  • 8 ready-to-use presets (3 complete systems, 5 surface-only)
  • Digital Water Presets Manager editor tool
  • Comprehensive documentation and fast-start guide
  • 3 Complete Demo Scenes

TECHNICAL REQUIREMENTS


Unity 6000.2 LTS or later

Universal Render Pipeline 17

Shader Model 4.5+

DirectX 11, Metal, or Vulkan graphics API


Perfect for indie developers, small teams, and solo creators who need professional water quality without enterprise-level complexity or price. Get the visual impact of high-end water systems with the simplicity and performance your project demands.