Stylized – Water Shader
- Wake ripples and splash rings driven live from C# ... - Full parameter documentation in English and Russian ... A demo scene, full EN/RU documentation, and example props are included.
by UnicornWay
Price History +
- Unity 6 (6000.0+), Universal Render Pipeline (Forward / Forward+)
- Fully procedural — no textures on the water itself
- Gerstner vertex-displaced waves with cross lattice, adjustable steepness and peak sharpness
- Depth-based color gradient with refraction and underwater fog
- Screen-space caustics on every submerged surface, not only the seabed
- Foam that follows the real silhouette of any mesh in the water, from any angle (Jump Flood distance field)
- Shoreline foam and breaking waves that follow the coastline
- Wake ripples and splash rings driven live from C#
- Rigidbody buoyancy component synced to the shader's own wave height
- Optional planar reflections, plus standard reflection probe support
- Three quality tiers (High / Medium / Low), switchable at runtime via script
- Drop-in prefab + two URP Renderer Features, no scripting required for setup
- Full parameter documentation in English and Russian
- Demo scene with example props included (safe to delete if not needed)
Stylized Water VFX is a complete, procedural water system for Unity 6's Universal Render Pipeline. The water plane is displaced by real Gerstner waves — vertex-lifted crests with a cross lattice and sharpenable peaks — not a flat plane with a normal map pretending to move.
The entire effect is texture-free: ripples, foam and caustics are all computed procedurally in the shader. Screen-space caustics land on every submerged surface — sand, rocks, plants, the underwater half of floating objects — not just the seabed. Foam around meshes follows the real silhouette of any object crossing the surface, from any viewing angle, using a distance field built each frame by a Jump Flood pass. Shoreline foam and breaking waves trace the coastline, while wake ripples and splash rings are driven live from C# as objects move through or fall into the water.
A Rigidbody buoyancy component reads the same wave height the shader draws, so floating objects bob correctly on both waves and wake ripples. Optional planar reflections are available alongside standard reflection probes.
Everything is tuned directly on the water material — no coding required for setup. Three quality tiers (High/Medium/Low), switchable at runtime, scale ripple detail, caustics, planar reflections and foam resolution to fit your target hardware.
Setup takes two steps: drop in the water prefab, then add the two included URP Renderer Features (caustics and underwater fog). A demo scene, full EN/RU documentation, and example props are included.