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Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 6000.2.8 or later
- Package size
- 52.3 MB
- Files
- 125
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- 3
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- $19.99 on
Keywords
Digital Water
Professional water system for Unity URP 17. One-click preset setup creates beautiful oceans, lakes, and rivers in seconds. Realistic waves, underwater effects, caustics, and volumetric fog included.
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Last 6 months
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Digital Water screenshot 1
About this asset
Digital Water: Lakes, Rivers, Waterfalls and Seas for URP
WebGPU Demo (browser with webgpu enabled)
Digital Water builds water that fits your terrain. The Water Body component generates the water mesh from terrains or meshes. A lake fills the basin under the object, a river follows the points you draw in the Scene view, and a sea surrounds coasts and islands. The water shader animates waves, current, surf and foam on that mesh. GPU particles add spray and mist at waterfalls and sea cliffs, and the terrain gets wet where the water has been. Below the surface, Snell's window, total internal reflection and a volumetric underwater pass take over.
LAKES
- Surface filled from the basin under the object, with islands and rocks left dry
- Shore waves rolling toward the banks, Gerstner waves damped over shallow ground
- Opacity grows with depth: clear water at the shore, deep color in the middle
RIVERS AND WATERFALLS
- Draw a river in the Scene view, Auto Level sets it to the channel bottom
- Current speed follows the channel cross section: faster in narrows and down falls
- Waterfalls on any slope steeper than Waterfall Angle, optionally as a free falling ballistic arc
- Foam on rapids, falls and plunge pools
- Oblique wake crests behind rocks, impact rings and boiling foam where the fall lands
SEA
- Swell baked over the seabed: slows and turns over shallows, bends around islands, breaks on beaches and runs up the sand
- Standing waves in front of cliffs
- Breaking wave shape from a profile texture
- Infinite mode: the sea reaches the horizon around every camera
GPU SPLASHES
- Waterfalls: water clumps, droplets, foam streaks on the falling sheet, white water domes, impact mist and mist sinking along the fall
- Sea: spray torn off breaking crests, splashes and mist where waves hit steep walls
- Lit by the main light with shadows, glowing when the camera looks toward the sun
- Animated in Edit mode
SURFACE
- Four Gerstner waves with detail waves and wind
- Refraction, reflections from scene probes and sky or from a custom cubemap
- Caustics, subsurface scattering, sun glitter, anisotropic specular
- Edge foam, crest foam, white caps and streaks
- Additional lights in Forward and Forward+, main light shadows
UNDERWATER
- Snell's window with total internal reflection outside it
- Volumetric fog, light scattering, per channel color absorption and volume caustics
- Optional fog surface that follows the waves
- Several water volumes in one scene
WET GROUND
- Terrain Lit shader with a Wet Ground block: ground below the wet line gets darker, glossier and flatter
- The wet line follows the water level and dries after the water leaves
- Optional triplanar mapping for cliffs
WORKFLOW
- GameObject > 3D Object > Water Body creates a ready water object where the Scene view camera looks
- All settings live on the material and the components
- Material inspector with collapsible blocks. Settings of disabled features are hidden, and disabled features are compiled out
- The inspector warns about missing URP settings and adds the Underwater Volume Feature to your renderers
- Lite shader for shader model 3.5. Switching between the shaders keeps all settings
- Ready materials for lakes, streams, waterfalls, puddles and seas
INCLUDED
- Water shader (tessellated and non tessellated) and Lite water shader
- Water Body, Water System, Water Splash, Sea Splash and Wet Ground components
- Underwater Volume renderer feature
- Wet Terrain Lit shader
- Ready water materials and terrain layers
- 2 demo scenes: lake and rivers with a waterfall, infinite sea
- Documentation
From the publisher's Asset Store listing.
Technical details
KEY FEATURES
- Unity 6000.3+, URP 17, RenderGraph
- One material, four passes: surface, underside, underwater volume, height
- Every feature is a local shader keyword. Disabled features are compiled out
- SRP Batcher compatible material
- Tessellation by on screen edge length in pixels (LOD 300), fallback subshader without tessellation (LOD 200)
- Lite shader: shader model 3.5, same properties as the main shader
- Perspective and orthographic cameras
- World space or mesh UV, vertex color masks for foam, displacement and opacity
- Water mesh kept in the scene, optional save to a mesh asset
- Sea bake: swell arrival time by fast marching over the seabed, stored in swell and shore maps, optional save to an asset
- Infinite sea: CDLOD quadtree of tiles per camera, CPU culling, instanced drawing
- Splashes: GPU ring buffer particle pools, one compute dispatch and one draw call per pool per camera, up to 262,144 particles per pool
- Wet Ground: water height map rendered from above each frame, wet map resolution from 64 to 4096
- Underwater volume: RenderGraph raster pass with Blitter, skips preview and reflection cameras
REQUIREMENTS
- Unity 6000.3 or later, URP 17 with RenderGraph
- Depth Texture and Opaque Texture enabled in the URP asset
- Water shader: shader model 4.6 with tessellation, 4.5 without
- Lite water shader: shader model 3.5
- Water Splash and Sea Splash: compute shaders (DirectX 11/12, Vulkan, Metal, WebGPU)
- Demo camera controller: Input System package
LIMITATIONS
- URP only, no Built in RP or HDRP
- One infinite sea per scene. Its tiles cannot be picked in the Scene view
- No buoyancy or dynamic ripples from objects yet (planned)
- Water is transparent and follows standard transparency sorting rules
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.7f1 | Not listed | Compatible | Not listed |
| 6000.2.8f1 | Not listed | Compatible | Not listed |
Surface shaders works well in Unity 2023 URP, but scripts neded some api downgrading.
As listed on the Asset Store.