WaveSync Water (URP)¶
Lightweight stylized water with wave displacement + PBR look. No foam/wake system. Works with URP.
Core pieces
- WaterSettings (ScriptableObject) — single source of truth
- WaterMaterialBinder — pushes settings → material every frame
- Shader Pixit/WaterStylizedURP_Minimal — reads those properties
What you get - Gerstner-style vertex waves (4 layers) - PBR texture inputs (BaseColor, Normal, Roughness, AO, Emissive, Height) - Depth fade (shallow ↔ deep), Fresnel