Stylized Wild Ocean
A stylized dynamic ocean environment system featuring water rendering with refraction and foam, boat physics, day/night cycle, water interaction , scene height fog, and shoreline waves.
by TechFusion Studios
Price History +
StylizedWildOcean
A stylized, living ocean environment system for Unity (URP). Everything you need to build a vibrant, interactive ocean world — from dynamic water rendering to swimming fish, sailing boats, and full day/night transitions.
🌊 Water Surface
Stylized shader with depth-based color gradients, refraction, and transparency
Dynamic foam system: shoreline band, wave crest foam, and noise-driven foam patterns
Normal map blending with two independently scrolling normal layers
Day/Night integration: water color, transparency, and refraction automatically shift between day and night
Material Inspector organized into logical sections — no hunting through raw shader properties
💧 Water Interaction
- Ripples
Expanding ring effects on the water surface. Spawn from any source with a single API call.
Pooled for performance — no garbage allocation
Automatically dims at night
Used by fish leap, rain, click interaction, and gameplay events
- Splashes
Particle-based water splash with configurable presets.
Built-in presets: Large, Small, and custom
Define your own presets with color, drop count, scale, and velocity
Pooled and night-aware
- Fish Leap
Ambient fish that randomly leap out of the water near the camera, complete with rise, arc, and water-entry animation.
Configurable sprite list with per-fish scale
Hourly spawn probability curve (active during daytime, zero at night)
Automatic ripple + splash on entry and exit
Terrain occlusion check — fish won't spawn behind islands
- Rain Effect
Continuous small ripples simulating rain hitting water.
Follows a target (camera/player) or uses a fixed area
Configurable density, radius, and ripple count
Terrain occlusion — skips ripples under covered areas
🚤 Boat Control
Rigidbody physics with smooth acceleration, drag, and collision response
Boost (Shift key) for speed bursts
Reverse steering — turning auto-inverts when going backward
Visual tilt — boat rolls into turns
Boundary system — keeps boats within a playable radius
Collision events — boat-vs-island (stop), boat-vs-reef (slowdown), boat-vs-boat (separation)
Wake Foam — particle trail behind the boat with V-line spread and center foam
Paddle animation — procedural paddle circling tied to boat speed and steering
🌅 Day/Night Cycle
Smooth 24-hour time progression with auto-advance
Sun direction, color, and intensity curves
Ambient sky/equator/ground color transitions
Unity native fog integration (density and color shift at night)
Global night blend broadcast drives all water sub-systems automatically
🌫️ Scene Height Fog
Full-scene post-processing fog with volumetric noise.
Height-based falloff for realistic atmospheric depth
Player clear — fog thins around a target (e.g. player boat)
Flowing noise animation for organic movement
Integrates with RenderSettings fog color or custom color
🏖️ Shoreline Waves
Advancing wave and foam strips along coastlines.
In-editor waypoint editing with Scene View handles
Loop or open path support
Adjustable strip width, subdivisions, and UV tiling
Wave count, speed, width, and far fade
Noise + Voronoi breakup for natural variation
Night foam auto-dim
Platforms
Standalone (Windows, macOS, Linux)
Mobile (iOS, Android)
WebGL
Requirements
Unity 2022.3 LTS+
URP 14.0.12+
Input System package