Stylized Haunted Coast – Lighthouse & Fishing Village (URP)


Pier decks & floats (12): 4 m pier deck (intact, broken, end), narrow deck (intact, ... Two scenes ... The buildings, the lighthouse, pier decks and railings, ground tiles, cliffs, walls and ...


by DZENDOR


Price History +

125 modular prefabs for a stylized haunted coast: lighthouse with a rotating beam, keeper's cottage, fishing village, pier, boats, cliffs and props. URP, baked moonlit demo scene, volumetric fog.

Unity version: 2022.3 LTS or newer (built in 2022.3.62f3; tested in Unity 6.1, Render Graph on and in compatibility mode)

Render pipeline: Universal Render Pipeline (URP) only; Built-in and HDRP are not supported

Colour space: Linear (the demo scenes are lit for it)

Prefabs / meshes: 125 kit prefabs + the lighthouse beam shaft (126 meshes)

Triangles: 46 to 18,766 per mesh; 298,053 for one copy of every mesh

Topology: quad-based, no n-gons; props 99% quads (395 triangle faces in 66 props); modular and structural pieces 79% quads (23,228 triangle faces: 13,058 where three chamfers meet, most of the rest in the cliffs, rocks, lighthouse tower and stone walls); round parts with as few sides as their size needs, single-segment chamfers

Colliders: 85 mesh colliders, 19 convex; none on 22 (grass, seaweed, shells, fish, ropes, nets, chains, hanging lanterns and signs, small tools, the beam)

LODs: no

Materials: 115 (66 props on URP Lit with their own texture set, 36 tiling on the SG_CoastMaster Shader Graph, 1 water Shader Graph, 10 URP Lit: glass, lens, rope, nets, seaweed, lit windows, overview grid; 1 beam, 1 flame)

Textures: 318 PNG (188 at 2048 px, 73 at 1024 px, 57 at 512 px): per prop Base Color, Normal, Metallic-Smoothness, Occlusion; tiling sets Base Color, Normal, ORM; grunge, water normal

UVs: props one non-overlapping 0-1 layout each, even texel density (median fill 79%); modular and structural pieces UV0 in metres; lightmap UVs in every mesh (UV1)

Scenes: Coast (baked moonlit demo, first-person walk), Overview (all prefabs, labelled)

Scripts: volumetric fog renderer feature (C# + shader), lighthouse beam, demo first-person controller, editor menu; namespaced, no third-party code

Documentation: StylizedCoast/Documentation/StylizedCoast_LighthouseVillage_Guide.pdf

Build haunted lighthouses, foggy fishing villages and coastal horror levels from one consistent stylized kit for the Universal Render Pipeline. The pier is built from 4 m deck, railing and platform modules on pilings, the ground from 8 m beach, sand, turf and dune tiles, and the village from complete buildings with dry-stone walls, picket and rope fences. Every piece is a ready prefab with colliders and lightmap UVs. The meshes are game-ready: clean quad topology, props with their own packed UVs and PBR texture sets, and seamless tiling materials on the architecture and the ground.

A turning lighthouse beam
Two beam shafts and two realtime spot lights that light the volumetric fog, turned by a small included component (24° per second in the demo, any speed or a fixed beam). Copy the assembled lighthouse with its beam from the demo scene.

125 prefabs in 13 categories
Lighthouse station (5): lighthouse tower (arched plank door, glazed windows, one lit), gallery with railing, lantern room with lens, keeper's cottage, oil house.
Village buildings (8): fishing shack, cottage, ruined house, two-storey house, large net shed on stilts, smokehouse, boathouse, seamen's chapel.
Cliffs & sea stacks (5): cliff, long cliff, cliff slope, low cliff, sea stack.
Ground tiles & stairs (7): 8 m beach, sand, turf, turf edge and dune tiles, cliff stairs flight and landing.
Rocks, trees & bones (11): seven rocks, dead trees in two sizes, whalebone arch, beached whale skeleton.
Pier decks & floats (12): 4 m pier deck (intact, broken, end), narrow deck (intact, broken), platform, railing (intact, broken), pier stairs, gangway, float dock, boardwalk.
Pier hardware (10): cleat, bollard, fender rope, mooring post, pilings (single, broken, cluster), ladder, davit, lamp post.
Boats (7): fishing lugger, dory, rowboat (afloat, overturned, sunk), wreck ribs, slipway.
Fences, walls & graves (13): 4 m dry-stone wall (intact, broken) and gate, 2 m picket fence (intact, broken), 3 m rope fence, fence post, two gravestones, wooden cross, iron grave railing, fish drying rack, net drying poles.
Fish & catch (11), nets, traps & rope (10), lanterns, tools & signs (13), beach debris (13): fish, crates, barrels, baskets, a gutting table, nets, crab traps, buoys, glass floats, a life ring, lanterns, a street lamp, a fog bell, a ship's wheel, a sea chest, a harpoon, shells, seaweed, dune grass, an anchor, chains and driftwood.

Two scenes
Coast: the whole bay under a moonlit night sky: the lighthouse on its headland with the turning beam, the keeper's cottage, the village lane, the pier with a float dock and moored boats, the seamen's graveyard and a whale cove. Baked indirect light, light probes, a fogged reflection capture for the sea and the glass, SSAO, volumetric sea fog, lit windows and lanterns. Press Play to walk it with the included first-person controller and flashlight.
Overview: every prefab laid out by category with name labels on a 1 m grid.

Materials
66 props (boats and oars, the anchor, buoys, barrels, crates and crab traps, driftwood, rocks, dead trees, gravestones, pier bollards, pilings, ladder and lamps, nets, lanterns, fish, tools and signs) use standard URP/Lit materials with their own texture set: Base Color, Normal, Metallic-Smoothness and Occlusion at 512 to 2048 px, baked with edge wear, grime and salt streaks. They work in any URP project and can be edited in a paint tool.
The buildings, the lighthouse, pier decks and railings, ground tiles, cliffs, walls and fences use 36 materials on the SG_CoastMaster Shader Graph with tint, tiling, paint chipping, edge highlight, height-based grime, damp streaks, large colour variation, dust or salt on up-facing surfaces, a random texture offset per object and a roughness override. Sand and turf are projected in world space and cross-fade to a larger tiling with distance, so the ground shows no repeating grid towards the horizon. The sea is a separate Shader Graph with two layers of drifting wave normals; it needs no water system.

Volumetric fog for URP, as source
A renderer feature and volume override that ray march the main light and shadowed spot and point lights through their shadow maps, and can also fog reflection probe captures. Works in Unity 2022.3 and in Unity 6, with Render Graph on or in compatibility mode.

Game-ready
Colliders: render-mesh colliders on 85 prefabs (buildings, lighthouse, pier, stairs, ground, cliffs, walls, fences, boats, the whale skeleton and concave props), so doorways, broken boards and stair treads collide exactly; convex hulls on 19 props; none on 22 soft or small pieces such as grass, ropes, nets and fish.
Lightmap UVs in every mesh; buildings, ground, cliffs, walls and pier decks are lightmapped, props use light probes.
Topology: props are quads (99% of their faces), no n-gons; modular and structural pieces keep triangles where three single-segment chamfers meet and in the cliff and rock forms, the lighthouse tower and the stone walls. About 298,000 triangles for one copy of every mesh.
UVs: every prop has one non-overlapping 0-1 layout with even texel density (median fill 79%); modular pieces have UVs in metres, continuous across joints.
Bottom-centre pivots, rotation 0, scale 1; 1 unit = 1 m.
Requires the Linear colour space; the Tools menu switches the project after asking.
Documentation PDF included.