OceanCore – Dynamic Ocean, Lakes & Rivers OFFICIAL SALE

Create everything from calm tropical water and mountain lakes to stormy oceans, rogue waves, breaking waves, flowing rivers, whirlpools, and interactive shorelines, all within one unified water framework.

OceanCore combines advanced water rendering, wave simulation, buoyancy, runtime shoreline detection, water interaction, local water profiles, and environmental effects into a flexible system designed for games of different scales.


📘 Documentation

OceanCore User Manual


⭐ Main Features


🌊 Advanced Ocean Simulation

Create dynamic oceans with configurable wave behavior and multiple wave types.

Features include:

  • Multi-layer ocean waves
  • Configurable wave height, speed and direction
  • Small ripples and large swells
  • Dynamic Waves
  • Rogue Waves
  • Breaking Waves
  • Runtime wave spawning
  • Wave crest foam
  • Wave crest spray
  • Whitewater
  • Distance-based wave detail
  • Smooth transitions between different ocean states

🌊 Dynamic Waves

Spawn localized waves anywhere at runtime.

Dynamic Waves can use configurable:

  • Height
  • Width
  • Wavelength
  • Direction
  • Speed
  • Lifetime
  • Strength
  • Breaking behavior

They operate independently from normal ocean waves and can be used for gameplay events, storms, scripted sequences and environmental effects.


⚠️ Rogue Waves

Generate large localized ocean waves that travel through the existing sea state.

Rogue Waves can:

  • Spawn at runtime
  • Use configurable height and width
  • Move independently through the ocean
  • Produce foam and spray
  • Become Breaking Waves
  • Smoothly fade when entering areas where Rogue Waves are disabled

🌊 Breaking Waves

Large waves can transition into fully animated breaking waves.

The wave can progress through:

Cresting → Pitching → Curling → Breaking → Whitewater → Dissolving

Features include:

  • Curling wave crests
  • Forward-moving wave lips
  • Overhangs
  • Breaking impact
  • Whitewater
  • Crest spray
  • Breaking foam
  • Configurable breaking thresholds
  • Dynamic and Rogue Wave support
  • Optional Breaking Wave interaction

Breaking Waves can be enabled or disabled independently without removing the original underlying waves.


💨 Wave Crest Spray

Large and steep waves can automatically generate sea spray directly from their crests.

Configure:

  • Spray amount
  • Strength
  • Particle size
  • Lifetime
  • Wind influence
  • Crest threshold
  • Steepness threshold
  • Distance / LOD

🏝️ Realtime Shorelines

OceanCore can detect coastlines and shallow terrain at runtime.

No traditional manual Depth Map baking workflow is required.

Runtime shoreline data can drive:

  • Waterline clipping
  • Shore foam
  • Shallow-water behavior
  • Wave interaction
  • Shoreline Waves
  • Terrain-aware water behavior

Changes to the environment can be reflected without rebaking coastline data.


🫧 Realtime Contour & Shore Foam

OceanWaveObstacle can generate configurable foam around islands, rocks and coastlines.

The foam follows the actual waterline, helping prevent foam from appearing incorrectly farther up beaches or sand ramps.

Contour Foam can be enabled or disabled individually per obstacle.

Configurable properties include foam width, intensity, falloff, noise and other visual parameters.


🌴 Ocean Wave Obstacles

Use OceanWaveObstacle to define islands, coastlines and other areas that influence the surrounding ocean.

Features include:

  • Runtime shoreline interaction
  • Optional Contour Foam
  • Waterline clipping
  • Shoreline Waves
  • Local Ocean Profiles
  • Profile radius
  • Profile feathering
  • Profile position offset
  • Smooth local ocean transitions

🌊 Shoreline Waves

Ocean Wave Obstacles can optionally generate local waves that travel toward the shoreline.

Unlike global ocean waves, Shoreline Waves derive their direction from the nearby coast.

Configure:

  • Spawn distance
  • Wave size
  • Speed
  • Spacing
  • Width
  • Randomness
  • Shore fade
  • Breaking Wave support

Waves become smaller as they approach the coast and smoothly disappear at the shoreline.


🏞️ Varying Water Levels

OceanCore is not limited to one flat global water height.

Create water at different elevations using a unified local water-level system.

Possible environments include:

  • Oceans
  • Elevated lakes
  • Mountain lakes
  • Rivers
  • Streams
  • Harbors
  • Local water-level regions

Local water levels blend smoothly into surrounding water instead of requiring completely separate water systems.


🏔️ Lake System

Place lakes directly on terrain at any elevation.

A lake can use:

  • Custom water height
  • Custom dimensions
  • Its own Ocean Profile
  • Smooth connections to rivers
  • Existing OceanCore waves and rendering features

A lake high in the mountains can connect through a river all the way down to the ocean.


🏞️ Spline River System

Create rivers directly in the Scene View using splines.

Draw a river across terrain and connect it between:

Lake → River → Ocean

Features include:

  • Spline-based river creation
  • Adjustable width
  • Water depth
  • Flow speed
  • Flow direction
  • Reverse Flow
  • Smooth height transitions
  • River-to-ocean blending
  • Custom Ocean Profiles
  • Runtime support

The river can naturally descend across terrain while remaining part of the same OceanCore water framework.


➡️ Dynamic River Flow

River flow is more than a scrolling texture.

Flow direction can affect:

  • Surface movement
  • Foam
  • Floating objects
  • Water interaction
  • Optional buoyancy forces

The direction follows the river spline and can be reversed when required.


🔗 Smooth Water Connections

OceanCore supports smooth transitions between different water bodies.

Examples:

Lake → River

River → River

River → Ocean

Transition and blend distances help avoid hard seams, steep endings or obvious intersections between connected water regions.


🎨 Ocean Profiles

Create reusable Ocean Profiles for different water conditions.

Profiles can control the visual and simulation behavior of the water.

Use them for environments such as:

  • Calm seas
  • Tropical water
  • Rough oceans
  • Storms
  • Lakes
  • Rivers
  • Protected bays

Profiles can also be assigned locally to Lakes, Rivers and Ocean Wave Obstacles.


🌐 Local Ocean Profile Zones

Different areas of the same ocean can use different Ocean Profiles.

For example, the open ocean can remain rough while the water around an island becomes calmer.

Local profiles support:

  • Configurable radius
  • Feathering
  • Smooth profile blending
  • Position offset
  • Per-obstacle profiles

Features such as Rogue Waves and Breaking Waves can smoothly fade out when entering a profile where they are disabled instead of disappearing instantly.


🌀 Whirlpools, Maelstroms & Vortices

Add an Ocean Vortex component to a GameObject and create localized rotating water effects.

Configure properties such as:

  • Radius
  • Strength
  • Depth
  • Rotation speed
  • Surface pull
  • Center depression
  • Falloff
  • Foam
  • Spray
  • Fade in / out
  • Buoyancy influence

The effect can smoothly appear, disappear and move across the ocean at runtime.


⚓ Buoyancy

OceanCore includes configurable buoyancy for ships and floating objects.

Objects can react to:

  • Ocean waves
  • Dynamic Waves
  • Rogue Waves
  • Local water levels
  • Rivers
  • Currents
  • Water interaction

Buoyancy and surface sampling are designed to follow the visible water state as closely as possible.


🚢 Ship & Object Interaction

Objects can interact dynamically with the water.

Supported effects include:

  • Water displacement
  • Splashes
  • Entry impacts
  • Ripples
  • Wake
  • Foam trails
  • Breaking Wave interaction
  • Local surface deformation

Heavy objects can locally influence the water rather than simply floating on an unchanged surface.


💦 Water Surface Interaction

Water interaction can produce localized deformation and visual feedback.

This can be used for:

  • Boats
  • Characters
  • Physics objects
  • Floating debris
  • Large objects
  • Environmental interactions

🌊 Terrain-Aware Water

OceanCore can keep shallow water visually above underwater terrain such as beaches and sand ramps.

This helps prevent wave troughs from disappearing below shallow terrain.

The behavior can be enabled or disabled when needed.


🏖️ Shallow Water & Shoaling

Waves can react to shallow areas as they approach the coast.

This can be combined with:

  • Shoreline Waves
  • Breaking Waves
  • Shore Foam
  • Terrain-aware water
  • Runtime shoreline detection

🪞 Water Rendering

OceanCore includes a configurable URP water rendering system designed for both close-up and large-scale views.

Features include:

  • Refraction
  • Water depth coloring
  • Surface normals
  • Foam
  • Reflection support
  • Transparent water
  • Shallow-water appearance
  • Underwater transitions
  • Distance-based rendering

🌊 Underwater Rendering

Transition smoothly below the surface with dedicated underwater effects.

Designed to work together with OceanCore's dynamic water surface and local water levels.


🌬️ Wind & Ocean Conditions

Wind settings can influence the appearance and movement of the ocean.

Create anything from calm water to rough storm conditions while keeping other OceanCore systems synchronized.


🗺️ Large World Support

OceanCore is designed for large environments and continuously follows the active viewing area rather than requiring one enormous high-resolution mesh.

Distance-based systems help keep expensive effects focused where they are needed.


⚙️ Performance & LOD

OceanCore includes multiple systems designed for realtime use:

  • Distance-based LOD
  • Particle distance limits
  • Dynamic Wave pooling
  • Configurable update distances
  • Runtime sampling caches
  • Shader variant optimization
  • Feature toggles
  • Adjustable quality settings

Systems can be individually enabled only where needed.


🛠️ Designed for Customization

OceanCore is designed as an expandable water framework rather than a fixed visual effect.

Customize:

  • Wave behavior
  • Water appearance
  • Breaking Waves
  • Rogue Waves
  • Foam
  • Spray
  • Shorelines
  • Rivers
  • Lakes
  • Local profiles
  • Vortices
  • Buoyancy
  • Object interaction
  • Performance settings