Professional water system for Unity URP 17. One-click preset setup creates beautiful oceans, lakes, and rivers in seconds. Realistic waves, underwater effects, caustics, and volumetric fog included.Surface shaders works well in Unity 2023 URP, but scripts neded some api downgrading. Digital Water: Lakes, Rivers, Waterfalls and Seas for URPWebGPU Demo (browser with webgpu enabled)Digital Water builds water that fits your terrain. The Water Body component generates the water mesh from terrains or meshes. A lake fills the basin under the object, a river follows the points you draw in the Scene view, and a sea surrounds coasts and islands. The water shader animates waves, current, surf and foam on that mesh. GPU particles add spray and mist at waterfalls and sea cliffs, and the terrain gets wet where the water has been. Below the surface, Snell's window, total internal reflection and a volumetric underwater pass take over.LAKESSurface filled from the basin under the object, with islands and rocks left dryShore waves rolling toward the banks, Gerstner waves damped over shallow groundOpacity grows with depth: clear water at the shore, deep color in the middleRIVERS AND WATERFALLSDraw a river in the Scene view, Auto Level sets it to the channel bottomCurrent speed follows the channel cross section: faster in narrows and down fallsWaterfalls on any slope steeper than Waterfall Angle, optionally as a free falling ballistic arcFoam on rapids, falls and plunge poolsOblique wake crests behind rocks, impact rings and boiling foam where the fall landsSEASwell baked over the seabed: slows and turns over shallows, bends around islands, breaks on beaches and runs up the sandStanding waves in front of cliffsBreaking wave shape from a profile textureInfinite mode: the sea reaches the horizon around every cameraGPU SPLASHESWaterfalls: water clumps, droplets, foam streaks on the falling sheet, white water domes, impact mist and mist sinking along the fallSea: spray torn off breaking crests, splashes and mist where waves hit steep wallsLit by the main light with shadows, glowing when the camera looks toward the sunAnimated in Edit modeSURFACEFour Gerstner waves with detail waves and windRefraction, reflections from scene probes and sky or from a custom cubemapCaustics, subsurface scattering, sun glitter, anisotropic specularEdge foam, crest foam, white caps and streaksAdditional lights in Forward and Forward+, main light shadowsUNDERWATERSnell's window with total internal reflection outside itVolumetric fog, light scattering, per channel color absorption and volume causticsOptional fog surface that follows the wavesSeveral water volumes in one sceneWET GROUNDTerrain Lit shader with a Wet Ground block: ground below the wet line gets darker, glossier and flatterThe wet line follows the water level and dries after the water leavesOptional triplanar mapping for cliffsWORKFLOWGameObject > 3D Object > Water Body creates a ready water object where the Scene view camera looksAll settings live on the material and the componentsMaterial inspector with collapsible blocks. Settings of disabled features are hidden, and disabled features are compiled outThe inspector warns about missing URP settings and adds the Underwater Volume Feature to your renderersLite shader for shader model 3.5. Switching between the shaders keeps all settingsReady materials for lakes, streams, waterfalls, puddles and seasINCLUDEDWater shader (tessellated and non tessellated) and Lite water shaderWater Body, Water System, Water Splash, Sea Splash and Wet Ground componentsUnderwater Volume renderer featureWet Terrain Lit shaderReady water materials and terrain layers2 demo scenes: lake and rivers with a waterfall, infinite seaDocumentationKEY FEATURES Unity 6000.3+, URP 17, RenderGraph One material, four passes: surface, underside, underwater volume, height Every feature is a local shader keyword. Disabled features are compiled out SRP Batcher compatible material Tessellation by on screen edge length in pixels (LOD 300), fallback subshader without tessellation (LOD 200) Lite shader: shader model 3.5, same properties as the main shader Perspective and orthographic cameras World space or mesh UV, vertex color masks for foam, displacement and opacity Water mesh kept in the scene, optional save to a mesh asset Sea bake: swell arrival time by fast marching over the seabed, stored in swell and shore maps, optional save to an asset Infinite sea: CDLOD quadtree of tiles per camera, CPU culling, instanced drawing Splashes: GPU ring buffer particle pools, one compute dispatch and one draw call per pool per camera, up to 262,144 particles per pool Wet Ground: water height map rendered from above each frame, wet map resolution from 64 to 4096 Underwater volume: RenderGraph raster pass with Blitter, skips preview and reflection camerasREQUIREMENTS Unity 6000.3 or later, URP 17 with RenderGraph Depth Texture and Opaque Texture enabled in the URP asset Water shader: shader model 4.6 with tessellation, 4.5 without Lite water shader: shader model 3.5 Water Splash and Sea Splash: compute shaders (DirectX 11/12, Vulkan, Metal, WebGPU) Demo camera controller: Input System packageLIMITATIONS URP only, no Built in RP or HDRP One infinite sea per scene. Its tiles cannot be picked in the Scene view No buoyancy or dynamic ripples from objects yet (planned) Water is transparent and follows standard transparency sorting rules




