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Crest Water 5 (Oceans, Rivers, Lakes) – Free Download

Crest Water 5 (Oceans, Rivers, Lakes) – Free Download

Tsunami 2 June, 2026
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User Rating 1 (5 votes)

Crest is a class-leading water system authored by professional game developers. Supports all render pipelines in one package. Add water in minutes with two components (water surface and waves).

For more details about this asset: Click Here

This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.

Crest Water 5 (Oceans, Rivers, Lakes) v5.9.2 (Latest version)

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Crest Water 5 (Oceans, Rivers, Lakes) v5.6.3

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Crest Water 5 (Oceans, Rivers, Lakes) v5.6.2

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Crest Water 5 (Oceans, Rivers, Lakes) v5.4.2

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Description

Nominated for Best Artistic Tool in the 16th Unity Awards.

CREST 4 x 5 HIGHLIGHTS

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Supports all render pipelines in one package.
Re-architectured to further performance scalability.
Many new improvements and features.

Some features (mostly deprecated) have been removed, while others have been moved to separate packages. Please refer to the Release Notes for more information.

Important: The Shallow Water package is NOT required for shallow water. It is an integrated shallow water simulation – a next-generation feature. Crest 5 can still have shallow water using the same features as Crest 4 does.

WORKFLOW

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Add water in minutes with two components (water surface and waves).
Sane and balanced defaults.
Helpful tooltips including materials properties.
Detailed help boxes display validation errors directly in the inspector with buttons to fix problems directly.
Online and offline documentation.
Fully documented scripting API.
Supports all three render pipelines in one asset.
Imports into the Packages directory as an editable UPM package.
No requirement to remove Crest before updating like other assets

FEATURES

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Novel Level of Detail System

Both mesh and data are rendered using several LODs. This allows high fidelity up close without sacrificing performance. This system has been used for several years, including multiple successful titles, thus is mature and battle-tested. More information: https://docs.crest.waveharmonic.com/Manual/SystemNotes.html

Rich Selection of Data

Due to Crest’s scalable system, it can execute several data sets. These include Animated Waves (displacement), Dynamic Waves, Water Depth, Water Level, Albedo, Flow, Foam, Shadows, and Surface Clipping. The selection has been expanded since launch to now include Absorption and Scattering.

Powerful Input System

These data sets have accompanying inputs, with different modes to use renderers (mesh, trail, line, and particles), textures, etc., as data sources, to inject and manipulate data. Shader Graph is supported (BIRP and URP only due to a bug/limitation with HDRP).

Query System

Query water displacement, normals, and velocity (using asynchronous GPU read back) to get data to the CPU. Furthermore, other data can be queried like flow and signed-distance to the shoreline.

Physically Based Rendering

Simulated light transport including approximation of reflections, refractions, transmission, scattering, caustics, and shadowing.

Underwater

Underwater effect with pixel-perfect partial submersion. Includes a meniscus (water line), and models out-scattering (darkening with depth).

Water Physics

Buoyancy and drag are provided with a semi-modular floating object system. With layers, physics can be nested to allow floating objects to behave correctly inside other floating objects (eg barrel in a boat).

Deterministic FFT and Gerstner Waves

With innovative “equalizer” style wave authoring, create wave conditions from calm seas to monstrous waves for storms. Multiple wave sets can be blended together, including local waves with edge interpolation. This is the most powerful wave system for Unity.

Shallow Water Wave Attenuation

Dampens waves based on the water depth similar to how they would at shore, and importantly prevents waves from rising above the surface.

Important: This is not the same thing as shallow water simulation, which is a separate asset.

Absorption & Scattering Simulation

Change absorption and scattering at the texel level. Give rivers and lakes different colors, or simulate various beaches by using the shoreline absorption/scattering.

Dynamic Waves Simulation

An advanced dynamic wave simulation used for modelling wakes, ripples, wave reflections, and other forms of waves.

Foam Simulation

A rich foam simulation where foam dissipates over time. Foam contributions can come from turbulence, shorelines, and foam inputs.

Flow

Advects waves, normals, foam, and caustics. Bring your own flow map via a texture or use our many other input modes.

Shadow Simulation

Provides both soft and hard shadows. The former is used for shadowing the water volume; it will vary the softness by the scattering/absorption coefficients. The latter is used to improve on Unity’s shadows, which affect specular highlights.

Surface Clipping

This is used to remove the water surface for boats, caves, etc. Holes can be cut using a mesh or signed-distance primitives for extra precision.

Varying Water Level

Change the water level to create elevated lakes. It is possible to create a gradient to create rivers and streams which blend seamlessly with lakes and oceans. Bring your own height map via a texture or use our many other input modes.

Albedo Layer

Apply color to the water surface similar to decals. This is perfect for algae in swamps.

Advanced Rendering

Crest can render motion vectors (as far as we are aware, other water assets do not), and depth for post-processing effects like Depth of Field. It can also render before transparency (experimental) to support Soft Particles, refractive objects like glass, and with a Shader Graph node, apply underwater correctly to transparent objects.

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