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Aug 17, 2023
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KWS Water System (Standard Rendering)
Plasma FX is a collection of plasma effects using custom shaders. The effects are easy to customize by adjusting the Particle System parameters and colors. YouTube | WebGL | Demo Page | Support Features 50+ Effects Customization Plasma Particle Shader Demo Scenes Mobile prefabs Compatible with Unity 5.1 up to new versions of Unity(2020+) Support available for assistance if any problems should occur. Report this asset
Water System is a module based component allowing you to simulate such water surfaces as an ocean/sea/river/lakes/pool/etc.
Water System targeted at PC/console platforms and standard rendering.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity Version
Built-in
URP
HDRP
2020.3.1f1
Compatible
Not compatible
Not compatible
Description
Before updating, remove the old version
This version is only compatible with the standard built-in rendering and is not compatible with URP/HDRP/Mobiles/WebGL. It requires compute shaders support.
Water for URP version
Water for HDRP version
If you have already bought the standard version, you can make a paid upgrade to URP/HDRP with a ~70% discount at any time.
Compatibility for mobile platforms will be added to separate packages due to mobile limitations.
All demo scenes and resources from the video are included.
PC DEMO
Water rendering uses physical approximation for lighting and wave simulation and is based on physical parameters such as wind power, turbidity, transparency, dispersion, etc. Therefore, water rendering should look correct in any scene, such as 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, scattering, caustics, sunshafts)
Physical approximation of reflections using fast screen-space projected reflections (several times faster than other SSR methods), camera planar reflections, cubemap(probe) reflection
Physical approximation of refraction in screen space with dispersion (using water IOR)
Physical approximation of caustics relative to water depth and waves (with dispersion).
Underwater effect with partial submersion
Underwater sunshafts/volumetric lighting with caustics
Shoreline waves rendering with foam particles
Flow rendering using flowmaps (integrated flowmap painter)
Fluids simulation for static objects (rivers) with foam rendering
River system using splines
Buoyancy
Dynamic ripples
Rain effect
VR supported (PC target platform)
Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
Lod system with tesselation or quadtree rendering
Writing to depth buffer (for correct posteffects like ‘depth of fields’)
Video/text description of each setting in the editor.
Fog compatibility (in one click) with third-party assets for Enviro, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist2, COZY weather.
You can get all new beta changes/fixes/features and get support on the Discord channel
public roadmap: roadmap
Email: kripto289@gmail.com
Technical details
Required compute shaders (dx11/vulcan/metal)
Related keywords
CoastalLightvolumetricShaderCausticRiverSimulationshorelinefoamOceanflowmapSystemWaterKWS
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