This pack contains several stylized water shader graphs for flowing water and also for waterfalls. It also includes some particle FX for them.I originally created these shader graphs for a project of mine. You can change the water color (both deep and shallow colors), and adjust its opaqueness anywhere from completely opaque to transparent.Below is what's included in this pack:Water Shader Graphs (lit and unlit variants all with BRP, URP, and HDRP support):Flowing waterStanding WaterWaterfallsWaterfall Base RipplesTerrain Shader Graphs:Triplanar 2-material variantTriplanar 2-material variant with side UV projectionTriplanar 2-material variant with splat map supportTriplanar 2-material variant with vertex color blending supportTriplanar 3-material variantTriplanar 3-material variantTriplanar 3-material variant with splat map supportTriplanar 3-material variant with vertex color blending supportParticle FX:Waterfall top foam particles prefabWaterfall base foam particles prefabSample Scenes:Opaque water litOpaque water unlitTransparent water litTransparent water unlitScripts:WaterColorChangeSample.csOther:The manualThe above script is just a demo that lets you set which water color will be used when you run the scene. You could use this same technique to change other stuff dynamically, like wave height at run time to simulate a storm moving in, etc. This script is on the WaterColorChanger prefab. It also has a mode that will fade through all the colors specified by the inspector.NOTE: The textures you see on the terrain in the sample scenes are free CC0 textures by Lynocs.Note about the water shader graphs:For the depth coloring to work, you need to have the Depth Texture option enabled in either your rendering pipeline assets, or on your camera. Likewise, for the refraction effect to work, the same is true of the Opaque Texture option.The Water Depth option on the water shader sets the depth at which it will fade from the shallow color to the deep water color. It is default to 5. So imagine a ray coming out of the camera lense. If the distance from the point at which the ray hits the surface of the water to where it hits something else is bigger than that, then it will fade into the deep water color. In other words, its how far you can see through the water before there is an opaque object such as the bottom.The water shader graphs are all transparent. Thus they have the same quirks as any transparent shader.Note about water shader foam effect:You will most likely need to adjust the Foam Scale setting on the water shader if you think it looks to big or small. It is defaulted to 100 just because the water meshes in the sample scenes are large. So if you throw it on a cube, the foam will probably look too small until you decrease the foam scale. That setting determines how much noise is used to apply foam to the entire mesh, so the bigger the value the more fine-grained the foam will be.The 2-material variants of the triplanar shader graphs simply use one texture for x and z axis aligned faces, whereas the 3-material variant lets you have different ones.Note about the waterfall base ripples shader graph:This shader is a special one that works with the provided prefab mesh, which is created in a special way so the effect will radiate out from the center. You can scale this prefab to change the size however you like, so it's not much of an issue.Note about waves:These water shader graphs have the option to use vertex manipulation to make the surface have 3D waves. Your mesh needs to have enough vertices for this to work well, so you may need to subdivide it more if there aren't enough. You can disable waves by simply setting the WaveHeight setting to 0.