Simulated light transport including reflection, refraction, scattering, caustics approximation, shadowing. Completely dynamic wave shape with innovative ‘equalizer’ style wave authoring. Shallow water – light scattering and wave attenuation.
For more details this asset from the Unity Asset Store: Click Here
This is a paid asset, but now you can download Crest Water 4 URP for FREE, Please keep in mind this package is provided only for learning purposes or to be able to test before buying the product, NOT FOR COMMERCIAL PURPOSES.
Crest Water 4 URP (Ocean, Rivers & Lakes) v4.22.3 (13 Aug 2025) (Latest version)
Crest Water 4 URP (Ocean, Rivers & Lakes) v4.21.1 (29 Oct 2024)
“If possible, please buy the package to support the developer”
Crest is a technically advanced, feature rich ocean system targeted at PC and console platforms and Unity 2019 / LWRP 5.16.1 or later.
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Features:
* Simulated light transport including reflection, refraction, scattering, caustics approximation, shadowing
* Completely dynamic wave shape with innovative ‘equalizer’ style wave authoring
* Shallow water – light scattering and wave attenuation
* Underwater with partial submersion
* Dynamic object-water interaction
* Foam simulated from waves and shorelines
* Flow to enable horizontal motion of water volume
* Physics interface with simplistic buoyancy implementations and support for Dynamic Water Physics 2
This asset comes with an example Pirate Cove demo scene assembled by @patrickprosic, using terrain textures generously provided by RD-Textures.com. This example data is optional; the PirateCove folder does not need to be imported for Crest to work.
Note: This asset targets the Universal Render Pipeline. A version of this system targeting Unity’s Built-In Render Pipeline is freely available and can be useful for experimentation: https://github.com/crest-ocean/crest.
Note 2: Crest is targeted at PC and console platforms. It may work on mobile but is built to be powerful, flexible and scalable rather than a minimal/specialised system that would maximise performance.
Note 3: Crest relies on Compute Shaders, so only compute-compatible platforms are supported. Unfortunately Crest does not support WebGL. More information: https://docs.unity3d.com/Manual/class-ComputeShader.html
Note 4: Crest is targeted towards projects that require an advanced water simulation. It requires technical setup and configuration and is not a simple drop-in solution.
Note 5: Crest does not currently support rendering multiple cameras simultaneously, as would be required for example for split screen multiplayer.
The Crest code contains MIT-licensed code. The copyright notices are specified in the included file ThirdPartyNotices.md.




