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KWS Water System (HDRP Rendering) v1.5.9c
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KWS Water System (HDRP Rendering) v1.5.9c - Free Download

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Before updating, remove the water shaders/scripts folder This version is only compatible with HDRP 12+ rendering and is not compatible with Standard built-in/ URP/ Mobiles / WebGL Water for Standard built-in version Water for URP version If you have already purchased the HDRP version, you can make a paid upgrade to standard built-in/URP with a ~70% discount at any time. You can also upgrade to the new KWS2 Dynamic Water System with a ~40% discount. All demo scenes and resources from the video are included. PC DEMO The water rendering uses a physically-based lighting and fft wave simulation model, driven by real-world parameters such as wind speed, turbidity, transparency, etc. As a result, the water should appear visually correct in any scenario - whether it's day or night, in sunlight or shadow, or even in enclosed environments like caves. Features: - GPU waves simulation with multiple cascades (to avoid tiling) - Physical approximation of lighting (volumetric lights and shadows, absorption, sub-surface scattering, caustics, sunshafts, PBR shading and sun reflection) - Physical approximation of reflections using reflection stack: fast screen-space projected reflections (several times faster than any other SSR methods) + camera planar reflections + skybox reflection - Physical approximation of refraction in screen space with dispersion (using water IOR) - Physical approximation of caustics relative to water waves (with dispersion). - Underwater with partial submersion - Underwater sunshafts/volumetric lighting with caustics - Underwater half-line tension effect - Underwater physical aproximation rendering (Snell's window effect and internal ssr reflection with volumetric lighting) - Underwater bubbles and lit-particles (with feature that makes these particles tile infinitely across space using only few thousand particles) - Aquarium mode - Decal system using shadergraph (include duckweed/blood effects) - Trails using shadergraph and particle system (include foam trail effect) - Instersection and open ocean foam - Shoreline foam waves rendering with pre-baked particles simulation - Flow rendering using flowmaps (integrated flowmap painter) - Fluids simulation for static objects (rivers) with foam rendering - River system using splines - Buoyancy (and API) - Dynamic ripples (using primitives or mesh renderer) - Rain effect - Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh - Optimized multple water instances rendering - Lod system with dynamic mesh quality and culling using QuadTree - Tesselation - Writing to depth buffer (for correct posteffects like 'depth of fields' or third-party fogs/plugins) - Video/text description of each setting in the editor. - Fog compatibility out of the box (in one click) with third-party assets for Expanse, Time of Day, Enviro 1 and 3, Atmospheric height and fog. - VR supported (PC target platform) You can get all new beta changes/fixes/features and get support on the Discord channel public roadmap Email: [email protected]

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