URP Scene Level Water View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.0.62 or later
Package size
22.0 MB
Files
39
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URP Scene Level Water

by Lu Chaoyun (opens in new tab)

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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

USD
Price history for URP Scene Level Water, 6 months Current Free; lowest Free; highest Free in this period. $0 Oct Nov

Asset preview

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URP Scene Level Water screenshot 1

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

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.62f1 Not listed Compatible Not listed

As listed on the Asset Store.