Mobile Interactive Water System is built for phones from the first line, not scaled down from a desktop system. Ripples, wakes and splashes are simulated entirely in compute shaders — nothing is ever read back to the CPU and nothing is allocated per frame — and rendered by a single vertex-displacement shader on a static mesh.
Create a water object with one click, add a Water Interactor to anything that has a Collider, press Play. Boats leave wakes, characters wade through, falling objects splash — and resting objects sit in a real dent instead of floating on a flat sheet.
Two simulation modes cover most needs: Spring Grid for soft, fast-settling pools and puddles, and Wave Equation for physically travelling, reflecting waves on lakes and ponds. Both are stable by construction — no inspector value can make the water explode — and both sleep automatically when the surface is calm, so idle water costs nothing.
Scales up, too. The simulation's output is a plain height map (a RenderTexture, R = height in meters) that the included shaders displace a static mesh with and reconstruct normals from. Targeting PC or console? Keep the simulation and feed the same height map to your own water shader — HLSL or Shader Graph — by declaring the _HeightMap and _HeightMapParams properties; Water Surface supplies them to any material.
AI Skills included. The package ships six SKILL.md files under AI/Skills that teach AI coding agents (Unity AI Assistant, Claude Code, Cursor, Copilot and others) when to use the asset and exactly how: setting it up, creating water, making objects interact, scripting splashes, tuning for mobile, and configuring the realistic shader. Every menu path, API call and default value in them is verified against the shipped source. Unity AI Assistant picks them up automatically; for other agents, point them at the AI/Skills folder or copy it into your agent's skills directory (see AI/Skills in the package).
What's included
• Spring Grid and Wave Equation simulations (C# + compute shaders)
• Water Surface renderer and URP water shader
• Water Interactor component (sphere, box, capsule, character controller, and a bounds fallback for any other collider)
• Bonus realistic water shader (refraction, absorption, foam, reflections) with a ready-made material — it turns on the camera Depth/Opaque textures it needs by itself at runtime; a one-click Inspector button covers the Scene view
• Two demo scenes (sunset lake showcase + minimal setup) and PDF documentation
• Six AI Skills (SKILL.md) for AI coding agents
• Full, documented source code
Requirements
• Unity 2022.3 LTS or newer, Universal Render Pipeline (URP)
• Compute shader support: Metal (iOS/macOS), Vulkan or OpenGL ES 3.1+ (Android), DX11+ (Windows)
• Not compatible with the Built-in Render Pipeline, HDRP or WebGL
• Tested on a 2017 Galaxy Note 8 (Mali-G71): the water scripts stay under 1.5 ms per frame. The realistic shader and the showcase demo's post-processing are aimed at high-end devices; use the standard water shader on low-end phones
Questions and feature requests are welcome through the publisher page.