Stylized Water 3 is a URP water shader focused on artistic control rather than realistic water simulation. It provides configurable shading, wave animation, foam, reflections, refraction, caustics, translucency, water masking, and a C# water surface API for reading water height and aligning objects.
Water Shading Features
Unlit, Simple, and Advanced shading modes
Deep, shallow, and horizon water color controls with color absorption
Surface foam based on wave crests, slope, or vertex color
Intersection foam based on scene depth or vertex colors
Adjustable light reflections from Sun, Point, and Spot lights
Planar Reflections, Reflection Probes, and integrated Screen-Space Reflections
Preset-based layered wave animations
Caustics projected onto underwater surfaces
Translucency for scattering light inside the water
Flat Shading Mode
Refraction
Vertex Color Support for foam, underwater fog, and wave height
Tiling reduction for normal maps and surface foam
Water Tools and Workflow
The material interface uses contextual tooltips and notifications, while setup issues can be displayed and fixed with one click. Adaptive tessellation subdivides geometry according to distance, and the Water Grid can generate tiled water surfaces that follow a camera or Transform.
Water surface API for reading water height from C#
Transform component for snapping a Transform to the water surface
Planar Reflections through a dedicated Renderer component
Water masking for hiding water inside boats and other objects
Custom time and world offsets for synchronized animations
Mesh utilities for generating subdivided plane and circle meshes
Included Water Content
The package includes a tropical beach demo scene, pre-configured water materials, foam and normal map textures, and particle effects using flipbooks with normal maps. The included materials cover Clear, Frozen, Lava, Lowpoly, Murky, Ocean, Realistic, Swamp, and Toon water setups.
Compatibility and Platforms
Stylized Water 3 requires Unity 6000.0.60f1 or newer with Render Graph enabled. It supports Universal Render Pipeline (URP) 17.0.3+, along with PC, macOS, Xbox, Playstation, Nintendo Switch, Android/iOS, WebGL 2.0, and WebGPU.
Supported graphics APIs include DirectX 11/12, Metal, Vulkan, and OpenGL 3.0+. The shader also supports orthographic cameras, baked and dynamic GI, spot and point lights, and VR rendering through Single Pass Instanced and Multiview.
Rendering Limitations
Built for 3D rendering and cannot be used with the 2D Renderer or Tilemaps
Planar reflections are not VR-compatible
Not suitable for planetary rendering because texture seams cannot be avoided
Not compatible with Apple Vision Pro
GPU height readback is limited to the main camera's frustum
Tessellation requires DirectX 11+, Metal, or Vulkan rendering
The shader requires the URP depth texture option in most cases
Use Cases
Stylized lakes, oceans, beaches, rivers, and other water surfaces requiring configurable wave and shading controls
Projects needing water interaction through C# height queries or Transform alignment
Scenes using foam, caustics, refraction, reflections, and translucent water effects
Projects targeting multiple desktop, mobile, console, WebGL, or WebGPU platforms through URP