RenderWave – Scalable Ocean System View on Asset Store (opens in new tab)

Package details

Latest version
1.1.0
Last updated
First released
Unity version
6000.0.70 or later
Package size
2.5 MB
Files
98
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5
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RenderWave – Scalable Ocean System

by CreaTuMundo (opens in new tab)

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Performance-focused URP ocean system for large worlds with underwater effects, wakes, contained water profiles, and lightweight buoyancy support.

Price $9.99

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Price history

Last 6 months

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Price history for RenderWave – Scalable Ocean System, 6 months Current $9.99; lowest $9.99; highest $9.99 in this period. $0 $5 $10 Jun Jul Aug Sep Oct Nov

Asset preview

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RenderWave – Scalable Ocean System screenshot 1

RenderWave – Scalable Ocean System screenshot 1

About this asset

Need ocean water that can cover large open worlds without jumping into heavy simulation, complex setup, or expensive rendering? RenderWave is built for practical, scalable ocean water in Unity URP.

2. What RenderWave Is

RenderWave is a production-oriented ocean system for Unity URP, designed around chunked ocean rendering, data-driven water zones, synchronized CPU/GPU wave logic, and clean runtime/editor workflows. It focuses on game-ready results, not physically accurate simulation.

3. Key Benefits

  • Built for large visible ocean coverage at low cost
  • Stable water height queries for gameplay systems
  • Underwater support with optional enhanced presentation
  • Lightweight wake system for boats and moving actors
  • Lightweight buoyancy support for floating props and demo boats
  • Practical setup workflow with presets, validation, and editor tooling
  • Clear architecture suitable for real production use

4. Main Features

  • Chunked ocean rendering centered around the active camera
  • Optional far-field horizon coverage for open infinite ocean
  • Data-driven water zone system
  • Runtime water queries for surface height, normal, and signed distance
  • URP HLSL ocean shader with Classic and Enhanced modes
  • Optional contact/intersection foam for water-to-geometry readability
  • Underwater state handling with stable transitions
  • Lite underwater mode plus optional enhanced underwater visuals
  • Lightweight pooled wake system with emitters
  • Buoyancy Lite with Single Point and optional Four Point sampling
  • Lake and Pool contained-water profiles
  • Custom inspectors, quick setup menu items, and validation helpers

5. Use Cases

  • Open-world ocean environments
  • Retro-inspired or stylized games
  • Large exploration scenes
  • Boats, floating props, and simple water gameplay hooks
  • Teams that need practical water without FFT or simulation-heavy systems
  • Lakes and pools using the same practical water workflow

6. What Is NOT Included

  • No FFT ocean simulation
  • No full shoreline simulation
  • No full fluid interaction system
  • No realistic naval buoyancy or boat physics package
  • No ocean-wide crest foam simulation
  • No river workflow
  • No HDRP support
  • No Built-in Render Pipeline support

7. Pipeline Compatibility

RenderWave is URP only. It is not built for HDRP or the Built-in Render Pipeline.

RenderWave is for developers who want scalable, game-ready ocean water with strong visual value, clear constraints, and a production-friendly workflow.

From the publisher's Asset Store listing.

Technical details

  • Unity Render Pipeline: URP only
  • Ocean rendering: chunked, camera-centered surface system for large visible coverage
  • Far field: optional cheap horizon coverage for infinite ocean
  • Water queries: surface height, surface normal, signed distance to surface
  • Shader: custom URP HLSL shader with Classic and Enhanced modes
  • Underwater: Lite path plus optional enhanced underwater presentation
  • Foam: optional contact/intersection foam in the ocean shader
  • Wakes: lightweight pooled wake system with emitter workflow
  • Buoyancy: lightweight Buoyancy Lite for props and demo boats, with Single Point and optional Four Point sampling
  • Contained water: Lake and Pool profiles on the same runtime architecture
  • Editor UX: menu-based rig creation, presets, validation, custom inspectors, zone handles
  • Performance focus: designed for practical large-world water, not simulation-heavy rendering
  • Customization: chunk settings, wave settings, colors, underwater visuals, wake settings, buoyancy tuning, contained-water defaults
  • Demo content: example boat content, wake workflow, and setup-oriented documentation
  • Known limitations: one render-driving camera per ocean manager, URP only, no river workflow, no shoreline simulation, no realistic hull buoyancy, no HDRP/Built-in support

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.70f1 Not listed Compatible Not listed

As listed on the Asset Store.