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KWS Water System (HDRP Rendering) preview
Unity

KWS Water System (HDRP Rendering)

By kripto289

$79

Rated 5.0/5 from 40 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $39.50. The latest store price is $79.

Recorded prices for KWS Water System (HDRP Rendering) 3 price observations from Jul 29, 2026 to Nov 4, 2026. Lowest recorded price $39.50. Exact dates and prices are listed below. $0.00 $39.50 $79.00 Jul 29, 2026: $79. Unity First Price 2026-07-29 2026-08-05 Jul 29, 2026: $39.50. Unity Discount 2026-07-29 2026-08-12 Nov 4, 2026: $79. Latest store price Jul 29, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 3 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$79Latest store price
$39.50Unity Discount 2026-07-29 2026-08-12
$79Unity First Price 2026-07-29 2026-08-05

Sale and bundle history

The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About KWS Water System (HDRP Rendering)

  • Theme > Realistic
  • Art & Visuals > 3D
  • Art & Visuals > VFX
The water rendering uses a physically-based lighting and fft wave simulation model, driven by real-world parameters such as wind speed, turbidity, transparency, etc. As a result, the water should appear visually correct in any scenario - whether it's day or night, in sunlight or shadow, or even in enclosed environments like caves.

Features:
- GPU waves simulation with multiple cascades (to avoid tiling)
- Physical approximation of lighting (volumetric lights and shadows, absorption, sub-surface scattering, caustics, sunshafts, PBR shading and sun reflection)
- Physical approximation of reflections using reflection stack: fast screen-space projected reflections (several times faster than any other SSR methods) + camera planar reflections + skybox reflection
- Physical approximation of refraction in screen space with dispersion (using water IOR)
- Physical approximation of caustics relative to water waves (with dispersion).
- Underwater with partial submersion
- Underwater sunshafts/volumetric lighting with caustics
- Underwater half-line tension effect
- Underwater physical aproximation rendering (Snell's window effect and internal ssr reflection with volumetric lighting)
- Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles)
- Aquarium mode
- Decal system using shadergraph (include duckweed/blood effects)
- Trails using shadergraph and particle system (include foam trail effect)
- Instersection and open ocean foam
- Shoreline foam waves rendering with pre-baked particles simulation
- Flow rendering using flowmaps (integrated flowmap painter)
- Fluids simulation for static objects (rivers) with foam rendering
- River system using splines
- Buoyancy (and API)
- Dynamic ripples (using primitives or mesh renderer)
- Rain effect
- Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
- Optimized multple water instances rendering
- Lod system with dynamic mesh quality and culling using QuadTree
- Tesselation
- Writing to depth buffer (for correct posteffects like 'depth of fields' or third-party fogs/plugins)
- Video/text description of each setting in the editor.
- Fog compatibility out of the box (in one click) with third-party assets for Expanse, Time of Day, Enviro 1 and 3, Atmospheric height and fog.
- VR supported (PC target platform)

Unity price last checked .

Prices and availability may change.