QuickWater is a Unity package that simplifies the process of creating water bodies in your scene. It allows you to drag and drop water into your scene, and the package will automatically flood fill the area, conforming to the terrain shape. This eliminates the need to manually shape a plane to fit the terrain, making it ideal for rapid prototyping and deployment.
With QuickWater, you can create complex shapes, such as holes or rings, and even simulate waves, depth fade, surface foam, and shore foam using a built-in BIRP shader graph. The package also includes a post-process effect for a comprehensive underwater experience.
QuickWater is designed to be modular, allowing you to use only the features you need. It's perfect for early development stages when the terrain shape may change frequently, and you need a flexible solution that can adapt quickly.
Key Features:
- Automatic water mesh generation
- Complex shape support (holes, rings, etc.)
- Built-in BIRP shader graph for waves and stylization
- Probing capability for water height
- Underwater camera effect
- Post-process effect for a comprehensive solution
Limitations:
- Currently only compatible with built-in Unity terrain
- Can only produce flat plane meshes
- Requires Y+ axis to be "up"
- Water may clip under surround terrain
Key components include:
- WaterMeshBuilder script for configuring and constructing the water mesh
- WaterWaves script for configuring waves and passing parameters to the shader
- UnderWaterCamera script for quick and easy extensibility
- BIRP Shader graph for calculating waves and stylizing water surface
- Pre-configured materials and a sample scene for demonstration
- Post-process underwater effect for demonstration and solution completeness
All scripts are provided as neat, commented C# source code for easy modification.





