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KWS Water System (HDRP Rendering) – Dev Community

KWS Water System (HDRP Rendering) – Dev Community

Tsunami 19 March, 2025
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User Rating 4.86 (7 votes)

Water rendering uses physical approximation for lighting/wave simulation and is based on such physical parameters as wind power, turbidity, transparency, dispersion, etc. Therefore, the rendering of water should look correctly in any scene, for example, during the day, at night, at sunset, or in the cave.

For more details this asset from the Unity Asset Store: Click Here

KWS Water System (HDRP Rendering) v1.5.9c (13 Mar 2025) (Latest version)

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KWS Water System (HDRP Rendering) v1.5.4

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KWS Water System (HDRP Rendering) v1.0.0a

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Water System is a module based component allowing you to simulate such water surfaces as an ocean/sea/river/lakes/pool/etc. Water System targeted at PC/console platforms and HDRP rendering.

This version is only compatible with HDRP rendering and is not compatible with Standard built-in/ URP/ Mobiles / VR / WebGL

Required compute shaders support and HDRP 10+

Before updating, be sure to delete the old version!

Water for Standard built-in version

Water for URP version

If you have already bought the HDRP version, you can make a paid upgrade to Standard built-in/ URP with a ~70% discount at any time.

Compatibility for mobile platforms will be added to separated packages (due to strong limitations)

All demo scenes and resources are included in the project.

PC DEMO

Water rendering uses physical approximation for lighting/wave simulation and is based on such physical parameters as wind power, turbidity, transparency, dispersion, etc. Therefore, the rendering of water should look correctly in any scene, for example, during the day, at night, at sunset, or in the cave.

Features:

GPU waves simulation with multiple cascades (to avoid tiling)
Physical approximation of lighting (volumetric lights and shadows, absorption, scattering, caustic)
Physical approximation of reflections using fast screen space projected reflections, camera planar reflections, baked and realtime reflection probes.
Physical approximation of refraction in screen space with dispersion (using water IOR)
Physical approximation of caustic relative to water depth and waves (with dispersion).
Underwater effect (with partial submersion)
Shoreline waves rendering with foam particles
Flow rendering using flowmaps (integrated flowmap painter)
Fluid simulation for static objects (rivers)
Buoyancy
Dynamic waves
Rain effect
Finite/Infinite mesh support (ocean/pool)
Depth (stencil) masking (to avoid water rendering in boats, etc)
Tesselation
Depth buffer writing (for correct posteffects like ‘depth of fields’)
Offscreen water rendering with scalable resolution (for example water can be rendered with resolution: 1080p, when scene rendered in 4k)
Video/text description of each setting in the editor.
Discord channel

Public roadmap

Email: [email protected]

Required compute shaders and HDRP 10x+

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