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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.0.62 or later
- Package size
- 22.0 MB
- Files
- 39
- Favorites
- 25
- Views in the past week
- 195
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- Free on
Keywords
URP Scene Level Water
A lightweight, high-performance URP stylized water system for mobile, single-pass with terrain-elevation early-return culling.
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Price history
Last 6 months
USDAsset preview
1 / 7
URP Scene Level Water screenshot 1
About this asset
OptiWater provides a complete, drop-in water solution rendered entirely in a single fragment shader — no mesh tessellation, no extra render passes for the surface itself. All visual parameters are exposed through a clean, grouped material inspector (with built-in tooltips), so artists can tune the look without touching code. The system is fully customizable: wave layers, foam, caustics, shore waves, bottom distortion, crest glow, reflection strength and underwater tint are all independently toggleable and parameter-driven, letting you dial anything from a calm pond to a restless ocean.
From the publisher's Asset Store listing.
Technical details
Key features:
Single-pass, per-fragment water surface shader — no tessellation, no geometry subdivision
Analytic Gerstner waves: four independent layers (A–D) with per-layer direction / amplitude / frequency; time-rotating direction and "breathing" frequency to avoid repetition
Dual-tone depth-based water color (shallow / deep) with real-time depth-reconstructed soft-edge alpha for shorelines and cliffs
Sun glitter specular (width / intensity / breakup adjustable)
Detail normal mapping with optional micro-normal perturbation and master toggle
Shoreline depth anchoring driven by reconstructed scene depth
Underwater caustics network that fades with water-path length, visible only in shallow water
Shoreline foam + crest foam with breathing scale
Advancing shore wave: procedural sine band + two-layer foam-mask breakup, wave-line normal ridges, terrain-slope offset
Deep-water foam reusing the shore-wave mask + noise
Shallow bottom distortion (shoreline refraction) sampling the opaque buffer
Crest glow masked by Gerstner peaks / high-frequency normal slope
Planar reflection via a dedicated oblique-clip reflection camera rendered to _ReflectionTex, sampled with Fresnel + normal perturbation
Underwater post-processing: depth-reconstructed world position + water-surface mask test for submersion tint (no camera-height hacks)
Terrain elevation early-return: pixels whose terrain is above water height + threshold skip all water computation — measured stable 50+ FPS on iPad Air 2 / iPhone
Runtime auto-registration of the underwater RenderFeature (no manual URP wiring)
Clean grouped ShaderGUI inspector with tooltips and a Performance & Culling section
Transparent queue material that never pollutes the depth texture
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.62f1 | Not listed | Compatible | Not listed |
As listed on the Asset Store.