Unity
Digital Water
$24.99
Rated 5.0/5 from 4 ratings on Unity.
About Digital Water
- Theme > Nature & Countryside
- Theme > Realistic
- Art & Visuals > VFX
Digital Water: Lakes, Rivers, Waterfalls and Seas for URP
Digital Water builds water that fits your terrain. The Water Body component generates the water mesh from terrains or meshes. A lake fills the basin under the object, a river follows the points you draw in the Scene view, and a sea surrounds coasts and islands. The water shader animates waves, current, surf and foam on that mesh. GPU particles add spray and mist at waterfalls and sea cliffs, and the terrain gets wet where the water has been. Below the surface, Snell's window, total internal reflection and a volumetric underwater pass take over.
LAKES
Surface filled from the basin under the object, with islands and rocks left dry
Shore waves rolling toward the banks, Gerstner waves damped over shallow ground
Opacity grows with depth: clear water at the shore, deep color in the middle
RIVERS AND WATERFALLS
Draw a river in the Scene view, Auto Level sets it to the channel bottom
Current speed follows the channel cross section: faster in narrows and down falls
Waterfalls on any slope steeper than Waterfall Angle, optionally as a free falling ballistic arc
Foam on rapids, falls and plunge pools
Oblique wake crests behind rocks, impact rings and boiling foam where the fall lands
SEA
Swell baked over the seabed: slows and turns over shallows, bends around islands, breaks on beaches and runs up the sand
Standing waves in front of cliffs
Breaking wave shape from a profile texture
Infinite mode: the sea reaches the horizon around every camera
GPU SPLASHES
Waterfalls: water clumps, droplets, foam streaks on the falling sheet, white water domes, impact mist and mist sinking along the fall
Sea: spray torn off breaking crests, splashes and mist where waves hit steep walls
Lit by the main light with shadows, glowing when the camera looks toward the sun
Animated in Edit mode
SURFACE
Four Gerstner waves with detail waves and wind
Refraction, reflections from scene probes and sky or from a custom cubemap
Caustics, subsurface scattering, sun glitter, anisotropic specular
Edge foam, crest foam, white caps and streaks
Additional lights in Forward and Forward+, main light shadows
UNDERWATER
Snell's window with total internal reflection outside it
Volumetric fog, light scattering, per channel color absorption and volume caustics
Optional fog surface that follows the waves
Several water volumes in one scene
WET GROUND
Terrain Lit shader with a Wet Ground block: ground below the wet line gets darker, glossier and flatter
The wet line follows the water level and dries after the water leaves
Optional triplanar mapping for cliffs
WORKFLOW
GameObject > 3D Object > Water Body creates a ready water object where the Scene view camera looks
All settings live on the material and the components
Material inspector with collapsible blocks. Settings of disabled features are hidden, and disabled features are compiled out
The inspector warns about missing URP settings and adds the Underwater Volume Feature to your renderers
Lite shader for shader model 3.5. Switching between the shaders keeps all settings
Ready materials for lakes, streams, waterfalls, puddles and seas
INCLUDED
Water shader (tessellated and non tessellated) and Lite water shader
Water Body, Water System, Water Splash, Sea Splash and Wet Ground components
Underwater Volume renderer feature
Wet Terrain Lit shader
Ready water materials and terrain layers
2 demo scenes: lake and rivers with a waterfall, infinite sea
Documentation
Digital Water builds water that fits your terrain. The Water Body component generates the water mesh from terrains or meshes. A lake fills the basin under the object, a river follows the points you draw in the Scene view, and a sea surrounds coasts and islands. The water shader animates waves, current, surf and foam on that mesh. GPU particles add spray and mist at waterfalls and sea cliffs, and the terrain gets wet where the water has been. Below the surface, Snell's window, total internal reflection and a volumetric underwater pass take over.
LAKES
Surface filled from the basin under the object, with islands and rocks left dry
Shore waves rolling toward the banks, Gerstner waves damped over shallow ground
Opacity grows with depth: clear water at the shore, deep color in the middle
RIVERS AND WATERFALLS
Draw a river in the Scene view, Auto Level sets it to the channel bottom
Current speed follows the channel cross section: faster in narrows and down falls
Waterfalls on any slope steeper than Waterfall Angle, optionally as a free falling ballistic arc
Foam on rapids, falls and plunge pools
Oblique wake crests behind rocks, impact rings and boiling foam where the fall lands
SEA
Swell baked over the seabed: slows and turns over shallows, bends around islands, breaks on beaches and runs up the sand
Standing waves in front of cliffs
Breaking wave shape from a profile texture
Infinite mode: the sea reaches the horizon around every camera
GPU SPLASHES
Waterfalls: water clumps, droplets, foam streaks on the falling sheet, white water domes, impact mist and mist sinking along the fall
Sea: spray torn off breaking crests, splashes and mist where waves hit steep walls
Lit by the main light with shadows, glowing when the camera looks toward the sun
Animated in Edit mode
SURFACE
Four Gerstner waves with detail waves and wind
Refraction, reflections from scene probes and sky or from a custom cubemap
Caustics, subsurface scattering, sun glitter, anisotropic specular
Edge foam, crest foam, white caps and streaks
Additional lights in Forward and Forward+, main light shadows
UNDERWATER
Snell's window with total internal reflection outside it
Volumetric fog, light scattering, per channel color absorption and volume caustics
Optional fog surface that follows the waves
Several water volumes in one scene
WET GROUND
Terrain Lit shader with a Wet Ground block: ground below the wet line gets darker, glossier and flatter
The wet line follows the water level and dries after the water leaves
Optional triplanar mapping for cliffs
WORKFLOW
GameObject > 3D Object > Water Body creates a ready water object where the Scene view camera looks
All settings live on the material and the components
Material inspector with collapsible blocks. Settings of disabled features are hidden, and disabled features are compiled out
The inspector warns about missing URP settings and adds the Underwater Volume Feature to your renderers
Lite shader for shader model 3.5. Switching between the shaders keeps all settings
Ready materials for lakes, streams, waterfalls, puddles and seas
INCLUDED
Water shader (tessellated and non tessellated) and Lite water shader
Water Body, Water System, Water Splash, Sea Splash and Wet Ground components
Underwater Volume renderer feature
Wet Terrain Lit shader
Ready water materials and terrain layers
2 demo scenes: lake and rivers with a waterfall, infinite sea
Documentation