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KWS Water System is a module-based component that enables you to simulate various water surfaces such as oceans, seas, rivers, lakes, pools, etc.
It's designed for PC/console platformsSupported URP versions: URP 12, URP 13, URP 14, URP 15, URP 16Requires compute shaders (PC/Consoles only)Unity 6 (URP 17) is not supported!Before updating, remove the old versionUnity 6 is not supported (since rendergraph requires rewriting all the code again).This version is only compatible with URP 12+ (PC/consoles target platforms) and is not compatible with Standard built-in/ HDRP / Mobiles / 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 DEMOThe 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 reflectionPhysical approximation of refraction in screen space with dispersion (using water IOR)Physical approximation of caustics relative to water waves (with dispersion).Underwater with partial submersionUnderwater sunshafts/volumetric lighting with causticsUnderwater half-line tension effectUnderwater physical aproximation rendering (Snell's window effect and internal ssr reflection)Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles)Decal system using shadergraph (include duckweed/blood effects)Trails using shadergraph and particle system (include foam trail effect)Instersection and open ocean foamShoreline foam waves rendering with pre-baked particles simulationFlow rendering using flowmaps (integrated flowmap painter)Fluids simulation for static objects (rivers) with foam renderingRiver system using splinesBuoyancy (and API)Dynamic ripples (using primitives or mesh renderer)Rain effectVarious meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom meshOptimized multple water instances renderingLod system with dynamic mesh quality and culling using QuadTreeTesselationWriting 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 and 2.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.You can get all new beta changes/fixes/features and get support on the Discord channelpublic roadmap: roadmapEmail: kripto289@gmail.comRequire compute shaders and URP version 12.x+Unity 6 is not supported (since rendergraph requires rewriting all the code again).
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