Stylized Water 2 is now available
The original asset released back in 2016, and has seen a number of updates, including a complete revamp in 2018. It was personally a great pleasure to see the shader pop up in games from time to time!
With the introduction of the Universal Render Pipeline, it could unfortunately no longer be used in projects that utilized URP. To make this work, it required the shader to be rebuild from the ground up. While somewhat frustrating, this posed a great opportunity to start fresh, based on my experience with the initial asset.
The most notable change in Stylized Water 2 is that it’s now built entirely for the URP. Next to being completely hand-written. Stepping away from node-based shader editors allowed for an even more efficient shader, that is more flexible when it comes to third-party integrations.
Custom shading model
Unity shading model is not longer directly used, but broken up into its various parts. The bounds of PBR shading could be overcome this way. Sun and environment reflections can be now controlled separately, rather than being bound to a single “smoothness” parameter. This allows for much greater artistic freedom.
Translucency shading, that simulates light passing through the water, is also incorporated for every light type. This is a great visual contributor, especially under low sun angles.
Waves are now created using an algorithmic method, rather then composed out of heightmap textures. Visually, this means waves can now affect the perceived curvature of the water surface, which in turn translates to lighting features such as reflections.
Another added benefit, is that the same calculations can be mirrored exactly in C#, which opened up the ability to implement buoyancy. The asset now includes a script that can have objects float on the water. Dynamic Water Physics 2 now includes an integration, which allows it to be used with Stylized Water 2.
Improved shader effects
- Effects such as the color gradient and intersection foam are now completely stable, no matter the camera angle.
- Water surface can now receive shadows
- Low-poly/flat shading is added as a feature, making the shader particularly fitting for this kind of aesthetic
- Caustics projected under the water surface. In the real world, a complex optic effect, but incorporated into the shader as a fast and convincing effect
- Dedicated river mode, with slope-based foam
|Feature||Stylized Water Shader||Stylized Water 2||Note|
|Render pipeline||Built-in only||URP only|
|Shader authoring||Amplify Shader Editor||Hand-written|
|Mobile support||√||√||SW2 uses a single shader that’s scalable|
|Intersection foam||√||√||SW2 has more options|
|Refraction||√||√||SW1 does not support this on mobile|
|Wave animation||√||√||SW2 uses procedural waves, SW1 uses heightmaps|
|UV- or world-space tiling||√||√|
|Planar reflections||√||√||SW2 supports multiple reflections|
|Skybox reflections||√||√||Only when using Advanced shading in SW1, tied to “Smoothness” parameter|
|Sun reflections||√||√||SW2 allows fine control|
|Vertex color painting||√||√|
|Color gradient texture||√||X|
|Third-party fog support||X||√|
|Low poly shading||X||√|
|Water grid component||X||√|
|Water mesh utility||X||√|
|Point lights||X||√||SW1 supports up to 3 when using the Advanced shading mode|
|Curved World 2020 support||X||√|