Stylized Water
https://www.unrealengine.com/marketplace/en-US/product/stylized-water
Stylized water system with multiple presets, rivers, underwater effects and transition, water ripples, waves, and more!
A system for creating stylized bodies of water with displaced waves, underwater effects, ripples that react to the player, and optimized for maximum performance. Multiple ready-to-go styles are included to get you up and running and showcase just how flexible the system is!
This Unreal Engine 5 asset allows adding one or more stylized water bodies to your project. Choose your wave resolution to balance between visuals and performance. Easily create rivers using spline meshes. The underwater post processing smoothly transitions beneath the waves. Integrates with my Stylized Sky asset (sold separately) to react to time of day and weather.
The pack does not include any landscapes, foliage, time of day or weather. Only the water and water-related systems are included.
Includes an HDR texture protected under Creative Commons CC0
FAQ & LIMITATIONS
Can I swim in the water?
I do not have anything specific for swimming as that would be pretty specific for your project. Keep in mind the water displacement is happening on the shader World Position Offset, so things will get complicated if the waves are higher.
Is their buoyancy?
I did not currently implement buoyancy. It is on my list of things I would like to add in a future update if possible. The reasons are the same as above.
Does the post processing work on rivers?
The rivers do not have post processing or particle ripples. They are a bit more complicated as a spline mesh. I have ideas on how I might be able to add this in the future, but have not yet tested.
Does the water system utilize Lumen or Nanite?
It is not using Lumen or Nanite. The meshes are using instanced static meshes which you can determine your tiling and resolution, and the lighting was all tested without Lumen, although I imagine things would work for Lumen.
Is the pack replicated for multiplayer?
I have not set up anything specific for multiplayer, but the blueprint code is fairly minimal and organized and should be easy to adapt to your needs.
Is the performance good? Can I improve the performance?
There are many ways to improve performance depending on how many features your project needs. You can disable underwater post processing if you don't need to go beneath the water. You can lower the resolution of the water displacement, or reduce the amount of tiles. Check the Documentation for more info!
Technical Details
Features:
- Five ready-to-go styles of water
- Displaced water waves
- Underwater post processing, with depth gradients
- Accurate waterline transition
- Spline-based river system
- Ocean extensions
- Water ripple particles reacting to pawns
- Integration with stylized sky (sold separately)
- RVT-height masking for shallows and deep oceans
- Waterfalls
- Rainbows
- Shoreline waves
- Sea foam
- Fantasy emissive materials
- Demo version of the sky asset (no time of day or weather)
Number of Unique Meshes: 21 usable (45 total)
Number of Materials and Material Instances: 7 materials, 46 instances, 8 functions
Number of Textures: 32
Texture Resolutions: Up to 4k
Supported Development Platforms:
Windows: Yes
Mac: Yes