Celestial Cycle: Dynamic Ocean – URP Ocean & Shore Water


Connect Rigidbody buoyancy and Wake Emitters to create floating objects, trails, local ... Interaction Four focused Manager tabs, Ocean and Shore demo scenes, a demonstration panel and an ...


by Ereroa


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Bring your ocean to life with rolling waves, whitecaps and shoreline foam. Add buoyancy, wakes and splashes, then shape water color, reflections and underwater views in Unity URP.

REFERENCE ENVIRONMENT

• Unity 6000.3.21f1 / URP 17.3.0, Linear color space. URP only; Built-in and HDRP are not supported.

• Celestial Cycle Hub is included. Day & Night, Season and Player are optional separate products, not required purchases.

• Reference dependencies: URP / SRP Core 17.3.0, Burst 1.8.30, Collections 2.6.8, Mathematics 1.3.3, UGUI 2.0 for demo controls, and Unity VR and Terrain Physics modules. Shader Graph is supplied through URP.


WATER AND INTERACTION

• Camera-centered clipmap surface, GPU FFT on compatible compute-capable devices, wind/fetch/Sea State authoring and deterministic CPU gameplay surface queries.

• Depth Gradient presets, surface transmission, underwater camera haze, optical detail and selectable reflection sources.

• Explicit Shore Map baking, shoreline foam, animated caustics and bounded visual beach run-up. Run-up needs a format-16 Shore Map; rebake after relevant land/source changes.

• Rigidbody buoyancy, water drag, water-entry/exit events, local wakes, ripples and pooled contact splashes.

• Low / Medium / High / Ultra visual budgets; requested/effective budget reporting. Quality does not change the underlying gameplay wave spectrum. Profile your target hardware.


UNDERWATER AND PLATFORM LIMITS

• Underwater rendering is a managed screen-space camera/surface effect, not a closed-volume fluid solver or built-in swimming controller. Screen-space inputs cannot reveal offscreen geometry; transparent non-depth-writing objects use depth behind them.

• Built-in Planar reflection capture is monoscopic; stereo cameras skip it. No built-in SSR/DXR is included. Use probes or a separately verified stereo-correct external provider for XR.

• Authored river/waterfall meshes can share optical controls; this is not a multi-height river-fluid or gameplay simulation.

• GLES3/WebGL use compatibility paths rather than the full compute FFT/wake/foam feature set. Mobile, XR, Vulkan and Metal need separate device verification; desktop tests do not certify them.


VERIFIED DESKTOP CONFIGURATION

Tested on Windows DX11/DX12 with Unity 6000.3.21f1, URP 17.3.0 and Linear color space, in RenderGraph and Compatibility modes. Mobile and XR remain unverified. Rendering cost depends on enabled features and target hardware.


ADDITIONAL CONTENT

Ocean and Shore demos, sample skiff/buoy, demo controls, offline manual and guides are included. Third-party showcase environments and optional Celestial products are not. Adapted FFT-Ocean source is covered by its MIT notice in Documentation/Third-Party Notices.txt.

Waves that move. Foam that breaks. Water that reacts.


Dynamic Ocean brings the sea's motion and character into your Unity URP scene—from whitecaps on open water to foam along the coast and wakes behind moving objects.


Shape your sea

Choose Calm, Moderate, Rough or Storm, then tune wave motion and direction. Bring out breaking crests with whitecaps, crest lighting and foam that spreads and fades.


Give your coastline character

Bake a Shore Map, then shape shoreline wash, surface foam, raised shore foam and shallow-water caustics. Control the look of the coast from the same Manager.


Make movement visible

Connect Rigidbody buoyancy and Wake Emitters to create floating objects, trails, local ripples and contact splashes. Use the included sample skiff and navigation buoy as working setup references.


More ways to finish your water

Depth-Gradient colors and presets, selectable reflections, surface transmission and underwater camera rendering extend the wave, foam, coast and interaction workflow. Adjust the water's look without changing its Sea State.


Style · Waves · Coast · Interaction

Four focused Manager tabs, Ocean and Shore demo scenes, a demonstration panel and an offline PDF manual help you get started and explore the controls.


Included

• Dynamic Ocean shaders and runtime resources, plus the Celestial Cycle Hub.

• Ocean and Shore demos, product-owned sample terrain/textures, sample skiff and navigation buoy.

• Buoyancy, Wake Emitters, water-contact events and surface/impulse APIs.

• Offline PDF manual and authoring guides.


Showcase content

Rocky Hills Environment by Toby Fredson and other third-party showcase scenery or boats are not included. Dynamic Day & Night and Dynamic Season are separate optional products. Dynamic Player is planned as a separate free asset; characters and swimming controls are not included in Ocean. Underwater camera rendering works without a Player package.


Website: https://cc.genesisframeworks.com


Video music

Introduction and current quick-start tutorial: “Clear Skies” by Scott Buckley, released under CC BY 4.0.

https://www.scottbuckley.com.au/library/clear-skies/

https://creativecommons.org/licenses/by/4.0/

Edited excerpts with volume adjustment and fades. Music is used in the videos only and is not included in the package.

Far East Harbor and Meadow Waters: “Clear Skies” by Scott Buckley (CC BY 4.0); edited excerpts with volume adjustment and fades. Source and license links are listed above.