KWS2 Dynamic Water System


Real-time dynamic water simulation system with physical flow, interaction, and multi-pipeline support


by kripto289


Price History +

KWS2 is an advanced water system for Unity, built around a physically-based real-time simulation.
Unlike many static or purely visual solutions, KWS2 simulates actual wave-based flow, interactions with dynamic objects, and terrain-driven behavior.
Fully customizable through zones, supported across all pipelines (Built-in, URP, HDRP), and optimized as far as technically possible for large-scale water environments.
Perfect for oceans, rivers, lakes, and waterfalls.


Compared to the first version KWS Water System, some outdated features have been removed, while others have been significantly improved and reworked from the ground up.


Main Features:

  • Real-time dynamic water simulation using flow water equations and FFT ocean rendering
  • Spline-free river and waterfall creation - auto-follows terrain, no manual pathing
  • Easy zone-based workflow: add flowing water in seconds
  • Interaction with dynamic objects, shore response, and obstacle avoidance
  • Buoyancy system + height/flow sampling API for floating objects
  • Optional cached simulation (preflow) with dynamic rerouting

Rendering & Lighting:

  • Physically-based lighting with absorption, SSS, caustics, sunshafts, and PBR shading
  • Volumetric lighting above/below surface + underwater sunshafts
  • Reflections stack: fast SSR, planar, skybox and anisotropic reflection
  • Refraction with dispersion and water IOR
  • Internal underwater reflections (Snell’s window) with full immersion support
  • Anisotropic highlights and Fresnel-based shimmer

Visual Effects & Environment:

  • Dynamic foam, splash particles, wetness, and droplets
  • Custom zones for color, wind, water level, or full transparency (glass/submarine view)
  • Bioluminescent foam/plankton style
  • Persistent puddles and flooding with depth awareness
  • Camera effects: underwater transitions, water-on-lens, blur, droplets, half-water line

Optimization & Integration:

  • GPU-driven mesh generation via Quadtree LOD and procedural instancing
  • Automatic simulation LOD: particle count, update rate, and culling by distance/occlusion
  • Full support for Built-in, URP, and HDRP pipelines
  • Writes to depth buffer (for DoF, third-party fog, volumetrics)
  • One-click fog support: Enviro, Azure, Aura2, COZY, and more
  • In-editor tooltips and documentation for every parameter
  • Quality settings are linked to Unity's global quality levels for seamless scaling

Mobile platforms not supported due to compute shader limitations and known rendering issues

Other platforms (VR, Metal, PlayStation, Xbox, etc.) may work, but are not officially supported or guaranteed


You can get all new beta changes/fixes/features and get support on the 

Discord channel

Email: kripto289@gmail.com