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Highly customizable to suit your art direction through various parameters. This package focuses on providing artistic freedom, rather than a realistic water simulation.
NEW Version 2.0!
• 3 new demo scenes
• Revamped desktop shader
• 4 water VFX assets
• New mobile shader (up to 37% faster)
• Orthographic camera support
• Lighting modes (Unlit/Basic/Advanced)
• Shadow transmission
• Vertex painting support
• Water particle effects
• UX improvements
• Reflection blurring
• Tiling reduction (Desktop)
• Color gradient feature
• Improved wave animations (Desktop)
• Custom heightmap option
Read all about the update here
The style can be customized through a set of built-in textures, as well as by adding your own. These are automatically packed into channels, making this package customizable and lightweight.
Also includes a mobile shader, features can be disabled to suit your performance target. Effects also feature an optimized mobile shader. Minimum requirement is OpenGL ES 3.0.
== Colors ==
The water can be colored from shallow to deep through color fields, or through an integrated gradient editor.
The material reacts to lighting conditions accordingly. Supports GI and Reflection Probes.
== Intersection ==
Objects intersecting with the water, such as shores and rocks automatically receive a foam effect. Features several techniques for achieving this effect, more details in documentation
== Mask rendering ==
Intersection and opacity can be denoted through the use of volumes, or dedicated meshes.
Features:
• Custom inspector, intuitive design
• Intersection effect with other objects
• Surface foam
• Orthographic camera support
• Advanced and Simple lighting modes
• Refraction (Desktop only)
• Planar reflections with blurring (Desktop only, excl VR)
• Shadow transmission from Directional Light
• Shallow wave animation (GPU)
• 8 built-in normal maps
• 7 built-in intersection textures
• 5 built-in wave heightmaps
• UV-based tiling or World-space (endless water)
Contents:
• Island, lake and pond example scenes
• Desktop shader
• Mobile shader
• 4 matching water particle effects (splashes and circles) including shader.
WARNING! Does not support:
• Buoyancy
• Lab Renderer
• Reflections in VR (SPR)
• Spherical water
• Scriptable Render Pipeline
As seen in:
• The Trail
• Shotgun Farmers
• Re:Legend
Would you like me to see where you’re using it? Submit a game for the porfolio!
Changelog
v2.0.0
Deprecated desktop shaders have been removed. A package containing version 1.50 remains in the package.
Added:
- 3 new demo/example scenes: Island, lake and pond.
- 4 water VFX assets
- New Mobile uber shader (up to ~37% faster)
- Orthographic camera support
- Lighting modes (Unlit/Basic/Advanced)
- Vertex painting support for intersection and opacity
- Support for Single-Pass Stereo rendering
- Reflection blurring
- Tiling deduction toggle (Desktop only)
- Color gradient feature (Desktop only)
- Additional waves layer toggle, for improved wave animations
- Surface highlight and Intersection distortion parameters
- Custom heightmap option
Changed:
- Inspector UX improvements, sections now function as an accordion
- Tiling is now separated for each feature (Normals/Waves/Intersection/Foam)
- “Surface highlights” is now called “Foam” for clarity
- Depth and Intersection maximum value ranges have been increased
- Desktop shader no longer uses tessellation, for wider compatibility
- Compressed textures option now automatically bakes textures when value is changed
- Increased UV size of included meshes to be more in line with World-space tiling
- Wave direction now also allows negative values
- “Custom” toggles for intersection and waves is now a dropdown menu option
Removed:
- Old demo scene and related assets
- Mobile Advanced and Mobile Basic shaders
v1.50
Replaced Substance functionality, textures are now generated on the GPU.
Customization options have been retained, so the changes are purely internal.
Added:
- Reflection Fresnel parameter
- Toggle for hiding the material inspector
Fixed:
- Normal Strength and Glossiness correlation
Removed:
- Random seed functionality
v1.40
Changed:
- Minimum supported Unity version is now 5.4
- Beta shader is now incorperated into the package by default
- Surface highlights can now also be darkened (useful for lava)
Fixed:
- (Beta) Incorrect behaviour when Normal Strength is set to 0
- Desktop shader not compiling on macOS
Removed:
- (Beta) Default ASE shader inspector, as it throws a warning when ASE is not installed
v1.31
Fixed:
- Streaking in refraction when camera is close to the water surface (desktop only)
v1.30
Beta shader:
- Fixed flickering in reflection when using Occlusion Culling
- Surface highlights will now appear to be affected by the waves
- Improved intersection texture animation
Fixed:
- Precision issues on mobile
- Broken normal maps in Unity 5.6 on mobile platforms (editor only issue)
Added:
- Help toggles, per options section, which show a description of the parameters
- Shader variant dropdown menu
- “Wide waves” wave animation
- Toggle to hide the wireframe on versions older than Unity 5.5
Changed:
- Rewritten inspector to make use of serialization
- Substance outputs are now baked to texture files, per material instance
- Material inspector is hidden when the StylizedWater component is used
- Normal Strength and Wave Size are now a shader function
- Improved “Billowed” heightmap
- Improved wave animation in Mobile Advanced shader
v1.29
Beta shader:
- Recompiled using latest version of ASE
- Fixed colors blowing up with HDR cameras
- Added a layer mask to the inspector for realtime reflections
- Reflection is now less intense at certain viewing angles
v1.28
Beta shader:
- Corrected transparency
- Added shallow water color parameter (replaces Depth functionality)
- “Depth” tab and “Depth darkness” parameter have been removed from the inspector
- Intensified the Rim color by default, which can be toned down by the color’s alpha channel
v1.27
This version includes a separate unity package which contains a Beta shader. It’s targeted at desktop, mobile shaders will follow suit later. The minimum support version is Unity 5.4
It features:
- Recreated in Amplify Shader Editor entirely
- Realtime reflections
- Skybox lighting
- Reflection Probe support
- Mask surface highlight by heightmap (wave foam)
- Wave direction configuration
- Improved texture crosspanning
- Improved glossiness
- Unlit mode
Fixed:
- Corrected behaviour for Substance instances when reloading a scene
Changed:
- Set prefabs on “Water” layer (default built-in layer)
v1.26
Added:
- Option to use intersection texture for Surface highlights (desktop only)
- Heightmap-based wave animation, you can pick between a Smooth, Sharp and Billowed style. Great for large bodies of water! (desktop only)
Changed:
- Cleaned up Shader Forge node tree
- Increased default Anisotropic Filtering value for normal and shader map
- Surface highlights masks out the normal map to simulate thickness
- Surface highlights are now also affected by overall Transparency, to ensure correct color values
- Glossiness value can now be set higher, in case your normal map is faint and and you want to keep reflection details.
Fixed:
- Missing Transparency parameter in inspector when using the Mobile Basic shader
- Undo functionality not working correctly when the inspector does not have focus
- Fallback shader on Mobile set to Unlit/Transparent, instead of referring to Legacy Shaders
v1.25
Added:
- Cells + Cloudy wave types
- Perlin intersection style
Changed:
- Minor script improvements
- Improved appearance of the different waves and intersection styles
v1.24
Changed:
- Fixed depth banding artifact on some mobile GPU’s.
v1.23
Added:
- Intersection distance parameter (as seen in GIF)
- Prefabs
- Square and Circle water mesh, high-poly and low-poly variant
- Transparency parameter for Mobile Basic shader
Changed:
- Set Substance to generate all outputs by default, to avoid empty textures
Removed:
- Disabled shadow-casting in shader, as this is unwanted behaviour anyway
v1.22
Changed:
- Set Substance to ‘Uncompressed’ by default for Mobile
- Improved normal map blending
- Restored light reflection to its former glory
v1.21
Added:
- Shaders can now be modified using ShaderForge.
- Unity 5.5 support
- Demo scene with 30 free stylized models
- Option to randomize seed in inspector
Changed:
- Improved support for Substance material instances
- Changing materials shows/hides the new parameters automatically
- Wave vertex offset now follows the mesh’s normal direction, rather than offsetting in the world Y-axis (useful for curved surfaces)
- Switched from glossiness to roughness type, for better results under low/no light conditions
- Inspector GUI improvements
- Substance will generate both texture maps regardless of “Generate all outputs” option
v1.2
Added:
- Custom inspector component for ease of use
- Fresnel color (alpha controls opacity)
- New mobile shader variant “Basic”
- Documentation now contains a parameter glossary
Changed:
- Previous mobile shader is now called “Mobile Advanced”
- Updated demo scene
- Set Substance to ‘Uncompressed’ for Desktop
- Mobile shader has been tweaked for performance
v1.15
Added:
- Fresnel control
- Multi-light support
- Rim color alpha now controls intersection amount
- Support for Unity 5.3.0 and up.
Changed:
- Fresnel color is now derived from Ambient Light rather than Directional Light
- UV/WorldSpace tiling values are more logical
- Reflection intensity is now bound to the glossiness parameter
- Depth control is more physically correct
v1.1
Added:
- Surface highlights.
Removed:
- Heightmap, since it was not used.
Changed:
- Name of depth buffer script to avoid conflicts.
v1.0
Initial release
Feature requests:
Waves heightmapFlow directionSkybox lightingOrthographic camera supportRealtime reflections- Filter objects subject to intersection effect