Hello, everybody.
I am very excited to recommend my new plugin [Particle Water Shader URP Pro 2024]
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/particle-water-shader-pro-urp-301666
This is a Unity shader plugin, not a fluid physics simulation plugin. It is used to render particle data into a smooth liquid surface. Ideal for rendering simulation systems that use particles as simulation units.
This version is specially made based On Unity6’s Rendergraph system , which has great improvements over prior version. Everything evolves not only Unity but also our plugin, since in the furture URP will only support “RenderGraph” based graphics drawing. That’s part of the reason that i recommend. For more details, please continue reading.
The prior version still works with good flexiblity and extension, but with poor visual quality and performance compared to this one.
Magic happens when the pure unity particle system gains power through this particle shader plugin.
You can observe clear layers between water droplets and water surface.
Left is the older version, right is the latest version
The new version actually provides more detail about the fluid surface and demonstrate its turbulance while keeping surface smooth.The rendering is also more physically realistic and remove the unnecessary shiny and rough edges.
This demonstrates the noises of water, which is very important expected visual result.You may say you prefer the older version, sure, it’s on you choices.
But i have to mention that the visual outlook of the older one can also be fetch in the newer version just with a little parameter tune.
[Dependencies]:
- Unity6
- Universal Render Pipeline
Technical details
- Rich Demos and Documentation
- Open Particle Data Input Interface(ready for your case-specific extension )
- Much Higher performance.
- The number of iterations required has been reduced from 150 to 3 .
- Time required to run the algorithm nearly 10x faster.
- Required operation Reduced from Per Fluid Surface Per Frame to Once Per Frame
- Lower bandwidth requirements
- Required RenderTextures Reduced !
- One Set Per RenderSurface → One Set Globally
- Rendergraph managed RenderTexture brings potential bandwidth improvement.
- Down sample option to further reduce bandwidth pressure
- Required RenderTextures Reduced !
- Higher resolution and finer surface, clear layers of water droplets and water surface
- No param tuning on surface smoothing anymore!
- A unified rendering shader while supporting per-object visual parameters
- Support Blending between transparent and non-transparent rendering.
- DebugVisualize functionality to help debug parameter effects.






