Crest Water 5 (Oceans, Rivers, Lakes)


Crest is a class-leading water system authored by professional game developers.


by Wave Harmonic


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Crest is a trusted water solution by many studios for its quality and performance. It has been implemented in several successful games & simulators and the subject of SIGGRAPH talks.


Crest 4 x 5 Highlights

  • Supports all render pipelines in one package
  • Re-architectured to further performance scalability
  • Many new improvements and features

Some features (mostly deprecated) have been removed. Some have been moved to separate packages. Please check the Release Notes.


Workflow

  • Add water in minutes with two components (water surface and waves)
  • Sane and balanced defaults
  • Helpful tooltips
  • Detailed help boxes display validation errors direct in the inspector with fix buttons to guide setup
  • Online documentation
  • Supports all three render pipelines in one asset
  • Delivered as a UPM package and imports to the Packages directory

Features

  • State-of-the-art LOD system achieving class-leading performance
  • Input system for modifying water data using textures or renderers like mesh, trail, line and particle renderers. Supports Shader Graph
  • Deterministic FFT and Gerstner waves with innovative "equalizer" style wave authoring
  • Multiple wave sets can be blended together including local waves
  • Physically based rendering with simulated light transport including reflection, refraction, scattering, caustics approximation and shadowing
  • Water shader ships as a Shader Graph (only two nodes, internals are still HLSL)
  • Underwater with partial submersion and meniscus
  • Query water displacement, normals and velocity using GPU (CPU with separate asset)
  • Water bodies with varying height
  • Dynamic wave simulation for dynamic object-water interaction including wakes, ripples and reflections
  • Shallow water wave attenuation which dampens waves based on terrain depth (not the same thing as shallow water simulation which is a separate asset)
  • Foam simulated from turbulence and shorelines with accumulation and dissipation
  • Soft shadowing simulation
  • Flow to enable horizontal motion of water surface including displacements, normals, foam and caustics
  • Surface clipping to carve hulls/caves out of water surface
  • Albedo layer to apply color onto water surface similar to decals
  • Planar reflections including Total Internal Reflections
  • Forward, Forward+, Deferred, Perspective, Orthographic and Stereo (VR/XR) rendering supported
  • Flexible time synchronisation to support networking and cutscene Timelines
  • Extensions assets below for more features
  • Much more…

Please see the Frequently Ask Questions section in our documentation for more important information.


Sample scene selection may not include ones shown in marketing materials and screenshots.


Limitations

  • BIRP XR single-pass instanced is currently broken (Unity bug)
  • URP XR multi-pass is currently broken (Unity bug)
  • Planar reflections currently do not support XR

These known limitations may be solved in future versions.


Extensions


Requirements

  • Shader Graph package
  • Shader compilation target 4.5 or above
  • Graphics API that is not OpenGL or WebGL

Asset Compatibility

We avoid non-standard techniques and are not aware of any major incompatibilities. Third party assets will need time before integrations are available.


Crest 4 Migration

There is no assisted migration from Crest 4 to Crest 5. All GUIDs have been regenerated so Crest 5 can be imported alongside Crest 4 for manual migration.