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: $23.70. The latest store price is $79.
View 6 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $79 | Latest store price | |
| $25.28 | $25 Sale | |
| $39.50 | Unity Discount 2026-07-15 2026-07-15 | |
| $31.60 | Unity Flash Sale 2026-07-14 2026-07-15 | |
| $23.70 | Unity Flash Sale 2026-07-13 2026-07-14 | |
| $79 | Unity First Price 2026-07-02 2026-07-09 |
Sale and bundle history
The 5 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 (URP Rendering)
- Theme > Realistic
- Art & Visuals > VFX
Unity 6 supported (using native RenderGraph support)
This version is only compatible with URP (PC/consoles target platforms) and is not compatible with Standard built-in/ HDRP / Mobiles(Android/IOS/Switch/quest) / WebGL.
All demo scenes and resources from the video are included.
PC DEMO
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 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 (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
Tessellation
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 Enviro, Enviro3, Azure, Atmospheric height fog, COZY weather 1,2,3
VR supported (PC target platform)
Support for mobile platforms is not planned in the near future due to technical limitations/bugs of compute shaders on mobile platforms.
This version is only compatible with URP (PC/consoles target platforms) and is not compatible with Standard built-in/ HDRP / Mobiles(Android/IOS/Switch/quest) / WebGL.
All demo scenes and resources from the video are included.
PC DEMO
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 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 (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
Tessellation
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 Enviro, Enviro3, Azure, Atmospheric height fog, COZY weather 1,2,3
VR supported (PC target platform)
Support for mobile platforms is not planned in the near future due to technical limitations/bugs of compute shaders on mobile platforms.