Video course

Real-Time Water in Unity: From Splashes to Oceans

A progressive guide from 2D Simulations to 3D Oceans.

Coming Soon
Fabrizio Espíndola Video Course
Who is this for?
A developer who needs to bring a water-related game feature to life and cannot find the right resources.
A technical artist who wants to expand into procedural and simulation-based effects.
A Shader Graph user ready to take the next step into HLSL and Compute Shaders.
A developer curious about how real-time water simulations actually work under the hood.
For over a decade I have been working as a Technical Artist and Programmer in the games industry, and I am the author of The Shaders Bible series, covering both Unity and Godot, with thousands of copies sold worldwide. Through Jettelly, my publishing platform, I have written and curated technical books on shaders, procedural graphics, and Compute Shaders. With this experience, I bring you a complete course on one of the most requested topics in real-time graphics: water effects in Unity.
 
In this course we will develop a wide range of water effects, from a simple 3D splash to a full 3D ocean, combining Shader Graph, HLSL, Particle Systems, Compute Shaders, and C#. Each chapter is built around a specific effect, and the technical concepts are introduced exactly when they are needed, so you always understand why you are learning something and how to apply it immediately.
 
The course does not assume you are a professional shader developer, but it does assume you know what a shader is and how it integrates into Unity. From there, we will progress gradually: starting with a 3D splash effect to get comfortable with Shader Graph and the Particle System, then moving through streams and waterfalls where we introduce HLSL custom functions, flowmaps, and world space. Later we will build 2D and 2.5D water effects with buoyancy and opaque texture sampling, and finally we will reach the most technically demanding chapters, where Compute Shaders drive vertex deformation for an interactive 3D water surface and a full procedural ocean.
 
Along the way, you will learn the math behind wave generation, how to use the depth texture for foam and intersection effects, how to communicate between C# and Compute Shaders, and how to identify the right technique for each production scenario. By the end of the course, you will be able to design and build your own water effects from scratch, tailored to the style and performance requirements of your project.

Let's start building water today.
Content Included.
Note: The topics listed below correspond to an early production outline. Additional topics will be incorporated over time, and existing ones may be refined or expanded based on student needs and feedback. The course includes 10 hours of core content, with up to 4 additional hours dedicated to addressing specific student requests: particular effects, deeper exploration of technical concepts, or use cases that emerge throughout the course.
What will you learn?
Develop production-ready skills for building real-time water effects in Unity.
Understand the fundamental equations and math behind believable water simulations.
Identify the right technique for each scenario, from stylized streams to large-scale oceans.
Master a range of techniques for real-time water effects, including Shader Graph, HLSL, Particle Systems, and Compute Shaders.
About the author.
Fabrizio Espíndola
Senior Technical Artist
Author of The Unity Shaders Bible and seasoned Senior Technical Artist and Programmer with over 11 years of expertise in the gaming industry.
Frequently Asked Questions.
What do the books include?
Our books are crafted to provide a deep understanding of each topic with step-by-step explanations, real-world examples, and practical exercises. Each book includes detailed chapters, illustrations, and code samples designed to help you build skills as you read. All of our eBooks are downloadable in PDF format, making it easy to access them offline anytime. Many books also come with supplementary downloadable assets or files to support your learning.
Do the courses/eBooks include updates?
Our books, which are published chapter by chapter, are also updated regularly until they are considered complete. This approach allows you to benefit from the latest information and improvements as you progress through the material. Once a book is finalized, it remains available in its completed form, and you'll have access to any free updates within the same edition that may include fixes and small improvements.
Can I download the eBooks?
Our eBooks are fully downloadable in PDF format, allowing you to access them offline anytime.
What do the Hardcover editions include?
Some of our books are offered in a special Hardcover edition through our partner Lulu. If you purchase one, you may also request the project files. If you get the Hardcover edition and don't have an account on Jettelly, we can also create an account for you automatically. Please reach us on [email protected] to get started.
Do you offer certificates upon course completion?
No, we currently do not offer certificates upon course completion. Our focus is on providing high-quality content and practical skills that you can immediately apply to your projects and portfolio.
How long will I have access to the eBooks/Courses after purchase?
You'll have lifetime access to any course you purchase, as long as Jettelly Inc. exists. This allows you to revisit the content anytime and learn at your own pace, without any time restrictions. If you have any questions regarding previous purchases, feel free to email us at [email protected]
Can I get a refund if I'm not satisfied with my purchase?
Unfortunately, due to the nature of our downloadable eBooks, we do not offer refunds. For Hardcover editions, we offer exchanges in case of print quality issues through Lulu. Regardless, if you have any questions or concerns, please reach out to our support team at [email protected], and we'll be happy to assist you.
What happens if I buy a product in development and it's never finished?
Jettelly will issue a refund minus taxes and admin fees.
Will I receive access to future new editions?
New editions of a book or course are considered separate products, and we may offer a discount to owners of the previous edition, at the discretion of the author and publisher.
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