KWS Water System (Standard Rendering)

by [email protected]

This is a paid asset, but now you can download KWS Water System (Standard Rendering) Free.

Detail this asset from Unity Store: Original Link

KWS Water System (Standard Rendering) v1.0

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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 standard rendering.

This version is only compatible with standard built-in rendering and is not compatible with URP / HDRP / Mobile / VR

Water for URP version

Compatibility for these platforms will be added later in separate packages.

All demo scenes are included in the project.

PC DEMO

Water rendering uses physical approximation for lighting/wave simulation and 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)
Fluids simulation for static objects (rivers)
Buoyancy
Dynamic waves
Rain effect
Finite/Infinite mesh support (ocean/pool)
Tesselation
Write to depth buffer (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.

See my public roadmap for future updates: roadmap

Email [email protected]

Discord channel

Required compute shaders (dx11/vulcan/metal)

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