Performance-focused URP ocean system for large worlds with underwater effects, wakes, contained water profiles, and lightweight buoyancy support.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 IsRenderWave 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 BenefitsBuilt for large visible ocean coverage at low costStable water height queries for gameplay systemsUnderwater support with optional enhanced presentationLightweight wake system for boats and moving actorsLightweight buoyancy support for floating props and demo boatsPractical setup workflow with presets, validation, and editor toolingClear architecture suitable for real production use4. Main FeaturesChunked ocean rendering centered around the active cameraOptional far-field horizon coverage for open infinite oceanData-driven water zone systemRuntime water queries for surface height, normal, and signed distanceURP HLSL ocean shader with Classic and Enhanced modesOptional contact/intersection foam for water-to-geometry readabilityUnderwater state handling with stable transitionsLite underwater mode plus optional enhanced underwater visualsLightweight pooled wake system with emittersBuoyancy Lite with Single Point and optional Four Point samplingLake and Pool contained-water profilesCustom inspectors, quick setup menu items, and validation helpers5. Use CasesOpen-world ocean environmentsRetro-inspired or stylized gamesLarge exploration scenesBoats, floating props, and simple water gameplay hooksTeams that need practical water without FFT or simulation-heavy systemsLakes and pools using the same practical water workflow6. What Is NOT IncludedNo FFT ocean simulationNo full shoreline simulationNo full fluid interaction systemNo realistic naval buoyancy or boat physics packageNo ocean-wide crest foam simulationNo river workflowNo HDRP supportNo Built-in Render Pipeline support7. Pipeline CompatibilityRenderWave 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.Unity Render Pipeline: URP onlyOcean rendering: chunked, camera-centered surface system for large visible coverageFar field: optional cheap horizon coverage for infinite oceanWater queries: surface height, surface normal, signed distance to surfaceShader: custom URP HLSL shader with Classic and Enhanced modesUnderwater: Lite path plus optional enhanced underwater presentationFoam: optional contact/intersection foam in the ocean shaderWakes: lightweight pooled wake system with emitter workflowBuoyancy: lightweight Buoyancy Lite for props and demo boats, with Single Point and optional Four Point samplingContained water: Lake and Pool profiles on the same runtime architectureEditor UX: menu-based rig creation, presets, validation, custom inspectors, zone handlesPerformance focus: designed for practical large-world water, not simulation-heavy renderingCustomization: chunk settings, wave settings, colors, underwater visuals, wake settings, buoyancy tuning, contained-water defaultsDemo content: example boat content, wake workflow, and setup-oriented documentationKnown 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





