Current sales News My Tracked Assets Login
Retro Water System for URP preview
Unity

Retro Water System for URP

By STL Dynamics

$24.99

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: $17.48. The latest store price is $24.99.

Recorded prices for Retro Water System for URP 4 price observations from Aug 12, 2026 to Nov 5, 2026. Lowest recorded price $17.48. Exact dates and prices are listed below. $0.00 $12.50 $24.99 Aug 12, 2026: $24.99. Unity First Price 2026-08-12 2026-08-12 Aug 12, 2026: $17.48. Unity New Release Discount 2026-08-12 2026-08-26 Aug 12, 2026: $17.48. Unity New Release Discount 2026-08-12 2026-08-26 Nov 5, 2026: $24.99. Latest store price Aug 12, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$24.99Latest store price
$17.48Unity New Release Discount 2026-08-12 2026-08-26
$17.48Unity New Release Discount 2026-08-12 2026-08-26
$24.99Unity First Price 2026-08-12 2026-08-12

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 Retro Water System for URP

  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Stylized
  • Theme > Retro & Arcade
  • Theme > Nature & Countryside
  • Art & Visuals > VFX
Create stylized lakes, rivers, pools, swamps, and large bounded oceans with a water system built specifically for retro-inspired URP projects. Retro Water System for URP combines a hand-written water shader with reusable profiles, CPU surface sampling, Rigidbody buoyancy, projected caustics, underwater camera effects, and a configurable tiled-ocean system. The shader is designed around the visual tricks that made older 3D games memorable: stepped animation, visible vertex movement, faceted lighting, limited color bands, texture pixelation, affine-style distortion, ordered dithering, and intentionally crunchy highlights. Every major retro effect can be reduced or disabled, allowing the same system to range from heavily stylized PSX water to cleaner low-poly or PS2-inspired water. This is more than a single water material. It is a complete, profile-driven water workflow for designers, programmers, and technical artists. Retro Surface Rendering includes object-anchored or world-locked surface texture mapping, texture tiling independent from Transform scale, directional flow and stepped value-noise waves, adjustable wave scale, height, height bands, and animation frame rate, object, world, or view-space vertex snapping, faceted normal blending, full-resolution or deliberately pixelated texture sampling, affine-style texture warping, palette reduction and color bias, ordered Bayer dithering, banded lighting and opacity, Off, Retro Glints, and Classic Specular highlight modes, rim lighting, shallow and deep water coloring, depth-based color blending and shoreline foam, opaque, cutout, and transparent surface modes, optional displaced shadow casting, URP fog, additional lights, and shadows. The surface texture and wave mapping are controlled independently, so stretching a mesh into a river or large lake does not have to stretch its texture. Reusable Water Profiles build reusable RetroWaterProfile assets that can control shader appearance, surface mapping and CPU sampling, caustics, underwater camera effects, and optional ocean generation and LOD settings. Three material workflows are supported: Runtime Instance automatically creates a private material from the profile. Baked Profile Material uses a shared material asset generated from the profile. Manual Material leaves shader properties under direct material control while the profile can still drive supporting systems. Profiles can be switched through code at runtime, making it easy to transition between calm, stormy, polluted, magical, or other water states. There are provided default starter profiles for calm lake, windy lake, river, gentle ocean, rough ocean, swamp, and PS1 extreme. Optional ocean mode creates a bounded water grid from the configured ocean size and chunk size. Configurable X/Z dimensions and chunk size, automatic chunk-count safety limit, adjustable near-grid resolution, multiple mesh LOD levels, viewer-based LOD selection, configurable LOD distances, optional maximum render distance, separate distance-based wave-detail LOD, far-wave height and detail reduction, continuous world-space waves across chunks, world-locked texture mapping, crack-free shared LOD borders, automatic edge-chunk sizing, per-chunk material property blocks, and editor build, rebuild, clear, and diagnostics tools. Nearby chunks retain detailed vertex movement while distant chunks use fewer vertices and simplified waves, helping large oceans stay practical without flattening the water near the player. Add RetroWaterBuoyant to a Rigidbody for force-based floating behavior. Automatic collider-volume samples, center-of-mass, local-offset, and Transform sample modes, distributed buoyancy forces, adjustable buoyancy strength, adjustable resting sink depth, true sinking when maximum lift is below object weight, wave-normal and wave-velocity influence, optional physical water currents, vertical damping and horizontal drag, angular resistance and force safety limits, soft self-righting with a configurable local up axis, entered-water and exited-water events, runtime contact and buoyancy information. The CPU sampling system evaluates the same stepped wave field used by the shader, allowing floating objects to follow the visible surface instead of an unrelated flat plane. Project animated caustics onto opaque surfaces beneath the water. Controls include assignable caustics texture, color and intensity, world-space scale, direction, speed, and distortion, maximum projection depth, surface fade and depth falloff, stepped animation and intensity bands, main-light, shadow, and receiver-angle influence, directional-light projection, and multi-surface priorities. Caustics are rendered through the included URP Renderer Feature and reconstructed from the camera depth texture. The underwater state is calculated by comparing the camera position against the actual animated water surface. No trigger volume is required. This prevents common mismatches where a box volume disagrees with moving waves or finite shoreline boundaries. Effects include underwater color and smooth surface transitions, distance fog and maximum visibility, depth tinting, brightness and desaturation, screen-space distortion, chromatic aberration, vignette, stepped animation, color posterization, ordered dithering, and overlapping-surface priorities. Custom inspectors are included for water profiles, water surfaces, oceans, buoyant objects, and the URP Renderer Feature. Manual water materials. The Setup & Diagnostics window can verify the water shader, confirm the project uses URP, install or repair the Renderer Feature, enable URP Depth Texture, create water surfaces and oceans, create profiles and starter profiles, and diagnose the selected water object. Suitable For PSX- and N64 inspired games, retro horror, survival and adventure games, low-poly environments, stylized simulations, lakes, rivers, pools, swamps, coastlines, and oceans.

Unity price last checked .

Prices and availability may change.