
Real-time dynamic water simulation system with physical flow, interaction, and multi-pipeline supportKWS2 is an advanced water system for Unity, built around a physically-based real-time simulation.Unlike many static or purely visual solutions, KWS2 simulates actual wave-based flow, interactions with dynamic objects, and terrain-driven behavior.Fully customizable through zones, supported across all pipelines (Built-in, URP, HDRP), and optimized as far as technically possible for large-scale water environments.Perfect for oceans, rivers, lakes, and waterfalls.Compared to the first version KWS Water System, some outdated features have been removed, while others have been significantly improved and reworked from the ground up.Main Features:Real-time dynamic water simulation using flow water equations and FFT ocean renderingSpline-free river and waterfall creation - auto-follows terrain, no manual pathingEasy zone-based workflow: add flowing water in secondsInteraction with dynamic objects, shore response, and obstacle avoidanceBuoyancy system + height/flow sampling API for floating objectsOptional cached simulation (preflow) with dynamic reroutingRendering & Lighting:Physically-based lighting with absorption, SSS, caustics, sunshafts, and PBR shadingVolumetric lighting above/below surface + underwater sunshaftsReflections stack: fast SSR, planar, skybox and anisotropic reflectionRefraction with dispersion and water IORInternal underwater reflections (Snell’s window) with full immersion supportAnisotropic highlights and Fresnel-based shimmerVisual Effects & Environment:Dynamic foam, splash particles, wetness, and dropletsCustom zones for color, wind, water level, or full transparency (glass/submarine view)Bioluminescent foam/plankton stylePersistent puddles and flooding with depth awarenessCamera effects: underwater transitions, water-on-lens, blur, droplets, half-water lineOptimization & Integration:GPU-driven mesh generation via Quadtree LOD and procedural instancingAutomatic simulation LOD: particle count, update rate, and culling by distance/occlusionFull support for Built-in, URP, and HDRP pipelinesWrites to depth buffer (for DoF, third-party fog, volumetrics)One-click fog support: Enviro, Azure, Aura2, COZY, and moreIn-editor tooltips and documentation for every parameterQuality settings are linked to Unity's global quality levels for seamless scalingMobile platforms not supported due to compute shader limitations and known rendering issuesOther platforms (VR, Metal, PlayStation, Xbox, etc.) may work, but are not officially supported or guaranteedYou can get all new beta changes/fixes/features and get support on the Discord channelEmail: kripto289@gmail.com