Stylized Water Shader Pack

URP Shader Graph Optimization

Project Overview

An unlit toon shader designed to simulate stylized water without transparency, light interactions, or reflections. All visual cues—foam, depth gradients, surface contact—are derived from the Z-Buffer, keeping the shader fully opaque and performant.

Technical Implementation

  • Z-Buffer Depth & Foam: By reading the camera's Depth Buffer, the shader calculates intersection lines against solid geometry to paint stylized shoreline foam and gradients for deeper water segments.
  • Vertex Displacement: Implements a wave simulation at the vertex level, physically displacing the water mesh for added dynamism.
  • Opaque Rendering: By completely skipping the transparent render queue and relying exclusively on depth intersections, the shader achieves extremely high performance, making it ideal for mobile and stylized games.