Lucid Water Pro - Ocean / Water + Physics for URP

Lucid Water Pro is a complete AAA water system for the Universal Render Pipeline (URP). It gives you a realistic infinite ocean, lakes, rivers and pools, boat wakes shaped by the real hull, buoyancy, caustics, waterfalls and a seamless underwater view. Everything is simulated on the GPU and fully procedural: no textures, no baked normal maps and no visible tiling, all the way to the horizon.


A stylized anime water mode is built in, so the same component covers both photoreal and toon or cel-shaded games.


▶ INFINITE FFT OCEAN

• GPU FFT ocean waves (Tessendorf method) driven by a physical JONSWAP wave spectrum, with wind sea and swell

• Three wave cascades, from 500 m swells down to small ripples, with no repeating patterns

• Physically calibrated wave heights, choppy sharp crests and correct deep- and shallow-water dispersion

• A camera-following clipmap mesh gives an endless ocean with no tiling, popping or swimming textures

• Bounded mode for lakes, rivers, ponds and swimming pools


▶ REALISTIC WATER SHADING

• Physically based GGX sun glitter and specular highlights

• Light absorption and scattering (Beer–Lambert) for turquoise shallows that fade into deep blue

• Subsurface scattering: sunlight glowing through backlit wave crests

• Refraction, depth-based colour and soft shorelines


▶ REFLECTIONS

• Planar reflections, with total internal reflection when seen from below

• Screen-space reflections, with reflection probes as a fallback


▶ FOAM & CAUSTICS

• Whitecaps that form where waves fold and break

• Shore foam, contact foam around objects, and wake foam that dissolves into lace

• Real-time caustics computed from the simulated waves, on the sea floor and underwater


▶ BOAT WAKES & WATER INTERACTION

• A dispersive wave simulation on the GPU: objects push water aside by the real shape of their mesh

• Natural Kelvin V-wakes, bow waves, stern troughs and a turbulent slick behind boats

• Ripples, rain, splashes and swimmers on the same simulation

• Submarines: surfaced hulls push bow waves, submerged ones slip quietly underneath

• Clip Water Inside: exact per-pixel removal of water inside open boat hulls


▶ BUOYANCY / FLOATING PHYSICS

• Archimedes buoyancy on the real simulated waves, not an approximation

• Multi-point floating for boats, relative density, drag and smooth heave damping

• A drivable demo boat and submarine controller included


▶ UNDERWATER

• Seamless waterline split when the camera crosses the surface

• Underwater fog, caustics and volumetric light shafts (god rays)

• Snell's window: the sky seen through a circle of light, with the underside mirroring the deep


▶ WATERFALLS & PARTICLES

• Procedural waterfalls: ballistic sheets that speed up and aerate as they fall

• Plunge-pool churn, spray and mist

• Soft, round splash droplets, mist and bubbles (no square particles)


▶ ANIME / STYLIZED WATER

• A one-click toon water mode: banded colours, crisp foam lines, cel highlights and sparkles

• Suited to anime, cartoon, low-poly and stylized games


▶ PRESETS & WORKFLOW

• One-click looks: Open Ocean, Tropical Lagoon, Stormy Sea, Calm Lake, Pool and Anime, from glassy calm to a full gale

• Setup Wizard, custom inspectors and debug views

• Clear scripting API for wave height queries, splashes and interaction

• A full showcase demo scene: island, dock, boat, submarine, waterfall, pool and weather switching


Perfect for: open-world, survival, sailing, naval, pirate, fishing, island, underwater exploration, racing boat, flight and stylized anime games, as well as cinematics, architectural visualization and virtual production.


Full C# and HLSL source code included. Complete manual (PDF) included.