A lightweight, high-performance URP stylized water system for mobile, single-pass with terrain-elevation early-return culling.OptiWater provides a complete, drop-in water solution rendered entirely in a single fragment shader — no mesh tessellation, no extra render passes for the surface itself. All visual parameters are exposed through a clean, grouped material inspector (with built-in tooltips), so artists can tune the look without touching code. The system is fully customizable: wave layers, foam, caustics, shore waves, bottom distortion, crest glow, reflection strength and underwater tint are all independently toggleable and parameter-driven, letting you dial anything from a calm pond to a restless ocean.Key features:Single-pass, per-fragment water surface shader — no tessellation, no geometry subdivisionAnalytic Gerstner waves: four independent layers (A–D) with per-layer direction / amplitude / frequency; time-rotating direction and "breathing" frequency to avoid repetitionDual-tone depth-based water color (shallow / deep) with real-time depth-reconstructed soft-edge alpha for shorelines and cliffsSun glitter specular (width / intensity / breakup adjustable)Detail normal mapping with optional micro-normal perturbation and master toggleShoreline depth anchoring driven by reconstructed scene depthUnderwater caustics network that fades with water-path length, visible only in shallow waterShoreline foam + crest foam with breathing scaleAdvancing shore wave: procedural sine band + two-layer foam-mask breakup, wave-line normal ridges, terrain-slope offsetDeep-water foam reusing the shore-wave mask + noiseShallow bottom distortion (shoreline refraction) sampling the opaque bufferCrest glow masked by Gerstner peaks / high-frequency normal slopePlanar reflection via a dedicated oblique-clip reflection camera rendered to _ReflectionTex, sampled with Fresnel + normal perturbationUnderwater post-processing: depth-reconstructed world position + water-surface mask test for submersion tint (no camera-height hacks)Terrain elevation early-return: pixels whose terrain is above water height + threshold skip all water computation — measured stable 50+ FPS on iPad Air 2 / iPhoneRuntime auto-registration of the underwater RenderFeature (no manual URP wiring)Clean grouped ShaderGUI inspector with tooltips and a Performance & Culling sectionTransparent queue material that never pollutes the depth textureAI was used:-In code snippet generation and proof.-In text generation like introduction to the package

