Hi, Over the past few months, we have started an effort to provide an out of the box Water System solution for the High Definition Render Pipeline. With this message, we want to centralize future feedback about this system. The feature is still in an early experimental phase and we are aware of its many limitations. In the upcoming weeks and months, we will work towards providing a robust tool our users can rely on to achieve high visual quality. This solution aims to solve Oceans, Seas, Rivers, Lakes, and Pools rendering, while minimizing the cost. The first iteration of the solution can be found in the following PR: https://github.com/Unity-Technologies/Graphics/pull/6109 Here are two short videos of the feature in action: Here is a list of the most important features we have, lack, and plan to add to the system. Supported: Multiple simultaneous water surface Simulation of flat water on a quad, infinite plane (with Earth Curvature), or custom mesh Realistic lighting scattering Multi-band amplitude Surface and underwater foam Caustics Support for wind and current. Support for all light types Shader graph integration for customization Known limitations: No support for underwater situation (no fog, no water line, etc.) No water rejection (e.g. water leaks in dynamic objects such as boats) Incoming improvements: Improved parametrization and UI, with easier control for wave height control, and presets Reduced large scale visual tiling Underwater scenarios Water rejection Contact Foam (and better foam in general) Support for decals for foam and normal alteration Performance Water physics Thank you!