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Fabrizio Espindola Announces New Course On Real-Time Water In Unity

It covers Shader Graph, HLSL, the Particle System, compute shaders, and C#.

Fabrizio Espindola, best known as the author of The Unity Shaders Bible and The Godot Shaders Bible, has announced that he is working on a 14-hour video course focused on creating real-time water effects in Unity.

The course explores a variety of techniques for creating water simulations, from simple splashes to large-scale ocean systems. According to him, this demo is one of the examples included in the course. It combines the Particle System, Shader Graph, HLSL, and a C# script to produce an interactive water effect.

Real-Time Water in Unity: From Splashes to Oceans requires a basic understanding of shaders and their role in Unity. The course begins with a 3D splash to learn Shader Graph and the Particle System, then moves into streams and waterfalls using HLSL custom functions, flowmaps, and world space. Next, it covers 2D and 2.5D water with buoyancy and texture-based rendering, before advancing to complex systems like compute shader-driven interactive water surfaces and fully procedural oceans.

It also teaches wave math, depth textures for foam and intersection effects, communication between C# and compute shaders, and how to choose the right technique for different production needs. By the end, you should be able to create custom water systems tailored to both visual style and performance requirements.

The course includes 10 hours of content, plus up to 4 extra hours covering topics requested by students, like specific effects, advanced techniques, and real-world use cases.

You can join the wishlist to be notified when Real-Time Water in Unity: From Splashes to Oceans launches. In the meantime, you can check out Jettelly's current deals, including 43% off the Godot Shaders & Blender Tools Bundle.

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