Coloring & Foam

Single color, two-color gradient, Y-depth gradient, or distance-from-obstructors coloring. Animated foam with speed, density, and color controls. Light strip caustics.

Distortion

Scrolling normal-map distortion with per-axis speed, strength, tiling, and color tinting. Supports custom distortion textures.

3 Reflection Types

Top-down, platformer (mirrored), and raymarched screen-space reflections. Each with independent resolution, falloff, and color controls. The cost depends on the reflection mode, scene and render-texture resolution.

GPU Fluid Simulation

Real-time fluid simulation in object-space (simple) or world-space (advanced). Rain effect, configurable resolution up to 4096², wave propagation with dispersion.

Infinite Water (Advanced Sim)

The advanced simulation runs in world-space, so the simulation texture does not need to cover the entire water body. The simulation follows the camera at constant quality.

Obstructions

Objects with the Obstructor component create depth data for coloring, foam interaction, and simulation. Configurable edge color, width, and alpha.

Surface Waves

Mesh-deformation surface waves with physics-based splash collisions, rigidbody buoyancy, automatic ambient waves, and configurable spring dynamics.

Post-Processing Blur

Box, gaussian, or bokeh blur applied via a secondary camera pass. Supports vertical falloff for depth-based blur intensity.

Tilemap Mode

Paint water directly onto a tilemap for irregular shapes. Auto-creates a counter-scaled child object so Grid cells stay at world-space 1:1.

Wet Surface / Below Water

Render the scene behind the water with distortion to create wet glass, rainy window, or underwater refraction effects.

URP 2D Lighting

Full support for Unity's URP 2D lighting system. Water receives lights and shadows from 2D light sources.

3 Performance Tiers

Normal (3-layer gradient foam), Cheap (1-layer), and Mobile (no gradient foam). Choose based on your target platform.