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: $25.28. The latest store price is $79.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $79 | Latest store price | |
| $25.28 | $25 Sale | |
| $39.50 | Unity Discount 2026-07-12 2026-07-15 | |
| $79 | Unity First Price 2026-07-09 2026-07-16 |
Sale and bundle history
The 3 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 (Standard Rendering)
- Art & Visuals > 3D
- Art & Visuals > VFX
Requires compute shader support. The water rendering uses a physically-based lighting and FFT wave simulation model, driven by real-world parameters such as wind speed, turbidity, and transparency. Water appears visually correct in any scenario whether it is 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 with volumetric lights and shadows, absorption, subsurface scattering, caustics, sunshafts, PBR shading, and sun reflection; physical approximation of reflections using reflection stack with fast screen-space projected reflections, camera planar reflections, and 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 rendering with partial submersion, sunshafts, volumetric lighting, and caustics; underwater half-line tension effect; Snell's window effect and internal SSR reflection with volumetric lighting; underwater bubbles and lit particles that tile infinitely across space using few thousand particles; aquarium mode; decal system using ShaderGraph for effects such as duckweed and blood; trails using ShaderGraph and particle system including foam trail effect; open ocean foam and shoreline foam waves with pre-baked particle simulation; flow rendering using flowmaps and integrated flowmap painter; fluids simulation for static objects such as rivers with foam rendering; river system using splines; buoyancy and API; dynamic ripples using primitives or mesh renderer; rain effect; various meshes including infinite ocean, finite box pool, spline rivers, and custom mesh; optimized multiple water instance rendering; LOD system with dynamic mesh quality and culling using QuadTree; tessellation; writing to depth buffer for correct post-effects such as depth of field; fog compatibility out of the box with third-party assets for Enviro, Enviro3, Azure, Weather Maker, atmospheric height fog, volumetric fog and mist 2, COZY weather, and Aura2; VR support for PC target platform.