KWS Water System is a module-based component that enables you to simulate various water surfaces such as oceans, seas, rivers, lakes, pools, aquariums etc. It’s designed for PC/console platforms
For more detail this asset from the Unity Asset Store: Click Here
This is a paid asset, but now you can download the “KWS Water System (URP Rendering)” for FREE. Please keep in mind that this package is provided only for learning purposes or to test before buying the product, NOT FOR COMMERCIAL PURPOSES.
KWS Water System (URP Rendering) v1.5.8 (22 Nov 2024) (Latest version)
KWS Water System (URP Rendering) v1.5.4
“If possible, please buy the package to support the developer”
Description
Before updating, remove the old version
Unity 6 supported (using native RenderGraph support)
This version is only compatible with URP (PC/consoles target platforms) and is not compatible with Standard built-in/ HDRP / Mobiles(Android/IOS/Switch/quest) / WebGL.
Water for Standard built-in version
Water for HDRP version
If you have already purchased the URP version, you can make a paid upgrade to standard built-in/HDRP with a ~70% discount at any time.
All demo scenes and resources from the video are included.
PC DEMO
The water rendering employs a physical approximation for lighting and wave simulation, based on real-world parameters such as wind speed, turbidity, transparency, etc.
Therefore, water rendering should appear correct in any scene, whether it be during the day, at night, at sunset, or in a cave.
Features:
GPU waves simulation with multiple cascades (to avoid tiling)
Physical approximation of lighting (volumetric lights and shadows, absorption, sub-surface scattering, caustics, sunshafts, PBR shading and sun reflection)
Physical approximation of reflections using reflection stack: fast screen-space projected reflections (several times faster than any other SSR methods) + camera planar reflections + skybox reflection
Physical approximation of refraction in screen space with dispersion (using water IOR)
Physical approximation of caustics relative to water waves (with dispersion).
Underwater with partial submersion
Underwater sunshafts/volumetric lighting with caustics
Underwater half-line tension effect
Underwater physical aproximation rendering (Snell’s window effect and internal ssr reflection with volumetric lighting)
Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles)
Aquarium mode
Decal system using shadergraph (include duckweed/blood effects)
Trails using shadergraph and particle system (include foam trail effect)
Instersection and open ocean foam
Shoreline foam waves rendering with pre-baked particles simulation
Flow rendering using flowmaps (integrated flowmap painter)
Fluids simulation for static objects (rivers) with foam rendering
River system using splines
Buoyancy (and API)
Dynamic ripples (using primitives or mesh renderer)
Rain effect
Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
Optimized multple water instances rendering
Lod system with dynamic mesh quality and culling using QuadTree
Tessellation
Writing to depth buffer (for correct posteffects like ‘depth of fields’ or third-party fogs/plugins)
Video/text description of each setting in the editor.
Fog compatibility out of the box (in one click) with third-party assets for Enviro, Enviro3, Azure, Atmospheric height fog, COZY weather 1,2,3
VR supported (PC target platform)
Support for mobile platforms is not planned in the near future due to technical limitations/bugs of compute shaders on mobile platforms.




