![Fang3D](https://img-new.cgtrader.com/avatars/5618843/small_c2e4ab96-9402-4867-9159-6762262717d0.jpg)
Standart Render !!Unity Version - 2020.3.1f1Built-in - Compatible, YES
Water rendering uses physical approximation for lighting and wave simulation and is based on physical parameters such as wind power, turbidity, transparency, dispersion, etc. Therefore, water rendering should look correct in any scene, such as during the day, at night, at sunset, or in a cave.
Features:
GPU waves simulation with multiple cascades (to avoid tiling)Physical approximation of lighting (volumetric lights and shadows, absorption, scattering, caustics, sunshafts)Physical approximation of reflections using fast screen-space projected reflections (several times faster than other SSR methods), camera planar reflections, cubemap(probe) reflectionPhysical approximation of refraction in screen space with dispersion (using water IOR)Physical approximation of caustics relative to water depth and waves (with dispersion).Underwater effect with partial submersionUnderwater sunshafts/volumetric lighting with causticsShoreline waves rendering with foam particlesFlow rendering using flowmaps (integrated flowmap painter)Fluids simulation for static objects (rivers) with foam renderingRiver system using splinesBuoyancyDynamic ripplesRain effectVR supported (PC target platform)Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom meshLod system with tesselation or quadtree renderingWriting to depth buffer (for correct posteffects like 'depth of fields')Video/text description of each setting in the editor.Fog compatibility (in one click) with third-party assets for Enviro, Azure, Weather Maker, Atmospheric height fog, Volumetric fog and mist2, COZY weather.