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#NVJOB Water Shader - simple and fast. Unity Asset.
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#NVJOB Water Shader - simple and fast 1.4.5

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Simple and fast water shader. This shader is suitable for scenes where water is not a key element of the scene, but a decorative element. Supported rendering path deferred and forward. It works on all platforms.

Previous Versions -

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To work on the project, you will need a Unity version of at least 2019.1.8 (64-bit).


The movement of the waves is carried out using global shader variables: _WaterLocalUvX, _WaterLocalUvZ, _WaterLocalUvNX, _WaterLocalUvNZ.

_WaterLocalUvX, _WaterLocalUvZ - Offset main texture.
_WaterLocalUvNX, _WaterLocalUvNZ - Offset normal map texture.

An example of a script for the movement of water.

using UnityEngine;

public class Water : MonoBehaviour
    public float UvRotateSpeed = 0.4f;
    public float UvRotateDistance = 2.0f;
    public float UvBumpRotateSpeed = 0.4f;
    public float UvBumpRotateDistance = 2.0f;

    Vector2 lwVector, lwNVector;

    private void Awake()
        lwVector =;
        lwNVector =;

    void Update()
        lwVector = Quaternion.AngleAxis(Time.time * UvRotateSpeed, Vector3.forward) * * UvRotateDistance;
        lwNVector = Quaternion.AngleAxis(Time.time * UvBumpRotateSpeed, Vector3.forward) * * UvBumpRotateDistance;
        Shader.SetGlobalFloat("_WaterLocalUvX", lwVector.x);
        Shader.SetGlobalFloat("_WaterLocalUvZ", lwVector.y);
        Shader.SetGlobalFloat("_WaterLocalUvNX", lwNVector.x);
        Shader.SetGlobalFloat("_WaterLocalUvNZ", lwNVector.y);

For working shaders on mobile platforms with Forward Rendering.

In asset this fix is already added to the general script.

using UnityEngine;

public class depthTextureFix : MonoBehaviour
    void OnEnable()
        GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth;

The rotation of the wind synchronously with water (optionally).

using UnityEngine;

public class WindZoneRot : MonoBehaviour
    Transform tr;

    private void Awake()
        tr = transform;

    void LateUpdate()
        tr.rotation = Quaternion.LookRotation(new Vector3(Shader.GetGlobalFloat("_WaterLocalUvNX"), 0, Shader.GetGlobalFloat("_WaterLocalUvNZ")), * Quaternion.Euler(0, -40, 0);

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Video manual:

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Authors: #NVJOB Nicholas Veselov -

License: MIT License. Clarification of licenses -


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