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: $9.50. The latest store price is $39.
View 5 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $39 | Latest store price | |
| $39 | Unity Permanent Increase 2026-09-26 2026-10-03 | |
| $19 | Unity First Price 2026-09-25 2026-09-25 | |
| $19.50 | Unity New Release Discount 2026-09-25 2026-10-09 | |
| $9.50 | Unity New Release Discount 2026-09-25 2026-10-09 |
Sale and bundle history
The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Real Underwater — Screen-Space Underwater Rendering for Any Water Asset
- Theme > Realistic
- Art & Visuals > VFX
Real Underwater puts the camera in the water. It is a fullscreen post-effect driven by Volume profiles: tell it where the surface is, and everything below it becomes water - the colour absorbed channel by channel with distance, murk closing in, god rays raked down from the surface, caustics crawling over the floor, motes and bubbles drifting past the lens, the surface cutting the frame in half when you swim up to it. Nothing in your materials changes and nothing is spawned.
It works on top of the water you already have. Real Underwater renders the water you are in, not the water you look at, so it does not care what draws your surface: Crest, KWS, Stylized Water 3, Oceanis, a Unity plane or your own ocean. Drop one component on the water object - a plane, a box or sphere volume, a height map over a world rectangle - or hand a scripted surface a one-line delegate and it follows any asset with no compile-time dependency on it.
The waterline. The lens has height in the shader, so the surface genuinely cuts the frame: dry world above, water below, a wobbling meniscus between them that refracts what is behind it and carries a bright wet lip. Swim under and the whole frame closes over; break through and a burst of foam crosses the lens, then droplets run and shrink as it dries.
Light that behaves like light. Sunlight is refracted into the water with Snell's law, and both the god rays and the caustics are read from the same refracted sunlight - so the shafts in the water and the pools of light on the floor agree with each other and with the sun. Caustics land on upward-facing surfaces, fade with depth and with distance, and never clip to white. Look up and the world above squeezes into the 97-degree Snell's window, with the rest of the surface turned to a mirror of the water below.
Water you can grade. Beer-Lambert absorption per RGB channel over the true underwater length of every view ray: red goes first, blue survives, distance turns blue-green on its own. Turbidity adds murk, and the colour is graded by depth - bright and a little warm near the surface, cold, desaturated and dark far down. Ten presets: Ocean, Tropical Lagoon, Lake, Swimming Pool, Swamp, Harbour, Cave, Shallows, Deep Dive, Ice Water, plus a Stylized pair for cartoon-style games.
Three pipelines, one system. Built-in, URP 17 (Render Graph) and HDRP 17 (Custom Post Process) share one shader body and identical Volume parameters. The setup wizard installs the renderer feature or custom post-process, generates the pipeline wrappers, creates the preset profiles, and includes noise and sprite bakers, debug views, and per-layer kill switches. Gameplay events expose submerged and surfaced state, depth, and underwater status through OnSubmerged, OnSurfaced, Depth, and IsUnderwater, with an inspector component.
It works on top of the water you already have. Real Underwater renders the water you are in, not the water you look at, so it does not care what draws your surface: Crest, KWS, Stylized Water 3, Oceanis, a Unity plane or your own ocean. Drop one component on the water object - a plane, a box or sphere volume, a height map over a world rectangle - or hand a scripted surface a one-line delegate and it follows any asset with no compile-time dependency on it.
The waterline. The lens has height in the shader, so the surface genuinely cuts the frame: dry world above, water below, a wobbling meniscus between them that refracts what is behind it and carries a bright wet lip. Swim under and the whole frame closes over; break through and a burst of foam crosses the lens, then droplets run and shrink as it dries.
Light that behaves like light. Sunlight is refracted into the water with Snell's law, and both the god rays and the caustics are read from the same refracted sunlight - so the shafts in the water and the pools of light on the floor agree with each other and with the sun. Caustics land on upward-facing surfaces, fade with depth and with distance, and never clip to white. Look up and the world above squeezes into the 97-degree Snell's window, with the rest of the surface turned to a mirror of the water below.
Water you can grade. Beer-Lambert absorption per RGB channel over the true underwater length of every view ray: red goes first, blue survives, distance turns blue-green on its own. Turbidity adds murk, and the colour is graded by depth - bright and a little warm near the surface, cold, desaturated and dark far down. Ten presets: Ocean, Tropical Lagoon, Lake, Swimming Pool, Swamp, Harbour, Cave, Shallows, Deep Dive, Ice Water, plus a Stylized pair for cartoon-style games.
Three pipelines, one system. Built-in, URP 17 (Render Graph) and HDRP 17 (Custom Post Process) share one shader body and identical Volume parameters. The setup wizard installs the renderer feature or custom post-process, generates the pipeline wrappers, creates the preset profiles, and includes noise and sprite bakers, debug views, and per-layer kill switches. Gameplay events expose submerged and surfaced state, depth, and underwater status through OnSubmerged, OnSurfaced, Depth, and IsUnderwater, with an inspector component.