Crest Water 5 (Oceans, Rivers, Lakes)
Crest is a class-leading water system authored by professional game developers.
by Wave Harmonic
★★★★★ star rating
Price History +
Documentation • Email • Discord • GitHub • Twitter • YouTube
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.