Crest is a class-leading water system authored by professional game developers.
Unity Free Source Code
Although this Unity Asset is typically a paid asset, it is currently available for free download. It’s important to note that this offer is intended strictly for educational purposes or for testing the product before making a purchase, and it should not be utilized for commercial activities
UNITY ASSET STORE LİNK: LINK
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
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.
Workflow
- Add water in minutes with three components (water surface, underwater and waves)
- Sane and balanced defaults
- Several example scenes covering many use cases
- Detailed help boxes display validation errors direct in the inspector with fix buttons to guide setup
- Online documentation with embedded videos
Features
- State-of-the-art LOD system achieving class-leading performance
- Innovative “equalizer” style wave authoring. Both FFT and Gerstner waves supported
- Input system for modifying ocean data (like foam) using mesh, trail, line and particle renderers
- Innovative “wave spline” technology to give detailed control over water simulation including rivers, lakes and shorelines
- Simulated light transport including reflection, refraction, scattering, caustics approximation and shadowing
- Underwater effect with partial submersion and meniscus
- Query water displacement using GPU or CPU
- Unity Server support suitable for authoritative servers (like MMOs)
- Shifting Origin component provided for large/open worlds
- Dynamic wave simulation (“ripple simulation“) for dynamic object-water interaction including boat wakes
- Shallow water – light scattering and wave attenuation
- Foam simulated from waves and shorelines
- Apply colour onto ocean surface similar to decals
- Water volumes which can restrict rendering of both surface and underwater to a given geometry (eg sphere of water)
- Flow to enable horizontal motion of water surface
- Physics interface with buoyancy implementations and support for Dynamic Water Physics 2
- Flexible time synchronisation to support networking and cutscene Timelines
- Surface clipping to carve hulls/caves out of water surface
- Planar reflections
- Deferred, Forward, Perspective, Orthographic and Stereo (VR/XR) rendering supported
- Shader Graph nodes for applying underwater to transparent objects
- Ocean Shader Graph (2021.3+ only)
- Ray-Traced Reflections support (2021.3+ only)
- Screen-Space Reflections and Planar Reflection Probes supported
- Decals supported
- Much more…
DOWNLOAD LINK: LINK