Lucid Water Pro is a complete AAA water system for the Universal Render Pipeline (URP). It gives you a realistic infinite ocean, lakes, rivers and pools, boat wakes shaped by the real hull, buoyancy, caustics, waterfalls and a seamless underwater view. Everything is simulated on the GPU and fully procedural: no textures, no baked normal maps and no visible tiling, all the way to the horizon.
A stylized anime water mode is built in, so the same component covers both photoreal and toon or cel-shaded games.
▶ INFINITE FFT OCEAN
• GPU FFT ocean waves (Tessendorf method) driven by a physical JONSWAP wave spectrum, with wind sea and swell
• Three wave cascades, from 500 m swells down to small ripples, with no repeating patterns
• Physically calibrated wave heights, choppy sharp crests and correct deep- and shallow-water dispersion
• A camera-following clipmap mesh gives an endless ocean with no tiling, popping or swimming textures
• Bounded mode for lakes, rivers, ponds and swimming pools
▶ REALISTIC WATER SHADING
• Physically based GGX sun glitter and specular highlights
• Light absorption and scattering (Beer–Lambert) for turquoise shallows that fade into deep blue
• Subsurface scattering: sunlight glowing through backlit wave crests
• Refraction, depth-based colour and soft shorelines
▶ REFLECTIONS
• Planar reflections, with total internal reflection when seen from below
• Screen-space reflections, with reflection probes as a fallback
▶ FOAM & CAUSTICS
• Whitecaps that form where waves fold and break
• Shore foam, contact foam around objects, and wake foam that dissolves into lace
• Real-time caustics computed from the simulated waves, on the sea floor and underwater
▶ BOAT WAKES & WATER INTERACTION
• A dispersive wave simulation on the GPU: objects push water aside by the real shape of their mesh
• Natural Kelvin V-wakes, bow waves, stern troughs and a turbulent slick behind boats
• Ripples, rain, splashes and swimmers on the same simulation
• Submarines: surfaced hulls push bow waves, submerged ones slip quietly underneath
• Clip Water Inside: exact per-pixel removal of water inside open boat hulls
▶ BUOYANCY / FLOATING PHYSICS
• Archimedes buoyancy on the real simulated waves, not an approximation
• Multi-point floating for boats, relative density, drag and smooth heave damping
• A drivable demo boat and submarine controller included
▶ UNDERWATER
• Seamless waterline split when the camera crosses the surface
• Underwater fog, caustics and volumetric light shafts (god rays)
• Snell's window: the sky seen through a circle of light, with the underside mirroring the deep
▶ WATERFALLS & PARTICLES
• Procedural waterfalls: ballistic sheets that speed up and aerate as they fall
• Plunge-pool churn, spray and mist
• Soft, round splash droplets, mist and bubbles (no square particles)
▶ ANIME / STYLIZED WATER
• A one-click toon water mode: banded colours, crisp foam lines, cel highlights and sparkles
• Suited to anime, cartoon, low-poly and stylized games
▶ PRESETS & WORKFLOW
• One-click looks: Open Ocean, Tropical Lagoon, Stormy Sea, Calm Lake, Pool and Anime, from glassy calm to a full gale
• Setup Wizard, custom inspectors and debug views
• Clear scripting API for wave height queries, splashes and interaction
• A full showcase demo scene: island, dock, boat, submarine, waterfall, pool and weather switching
Perfect for: open-world, survival, sailing, naval, pirate, fishing, island, underwater exploration, racing boat, flight and stylized anime games, as well as cinematics, architectural visualization and virtual production.
Full C# and HLSL source code included. Complete manual (PDF) included.
Description sourced from the Unity Asset Store listing.