GPU FFT water for Unity 6 URP: oceans, lakes & pools with boat wakes, currents, buoyancy, tsunamis, volumetric underwater, caustics & cut-away views. Interactive, photoreal, scalable.📘 Documentation 🕹️ Compatibility 💬 Support (support@warpdev.co)A license for this asset guarantees access to updates for Unity 6.* and future improvements within the Tidal product line.What is Tidal 2?Tidal 2 is a GPU-accelerated water system for Unity 6 URP, built around FFT-based wave simulation, a quadtree ocean mesh, and modular subsystems. It covers oceans, lakes, pools, and confined water - with real gameplay interaction: boats carve wakes and foam, currents carry the water, objects float, and cameras dive below a fully rendered underwater world.Tidal 2 is intended for developers who want real control over wave behavior, performance scaling, and runtime interaction, rather than a one-size-fits-all water shader.🌊 HighlightsFFT-based multi-cascade wave simulation (GPU compute)Profile-driven wave behavior (wind, fetch, swell, direction)Infinite oceans and bounded lakes/pools from one mesh generatorInteraction canvas: boat wakes, foam trails, currents & whirlpoolsPaintable zones: height (tsunami-capable), damping, and flow currentsGPU physics field powering buoyancy, height queries & submersionDynamic light-transport caustics that drift with the currentUnderwater rendering: volumetric lights, god rays, particles, analytic waterlineWater cross-sections & dry cavities (aquariums, submarine interiors, cut-aways)Photoreal surface shading with day/night response and lit nights (glitter + light pools)Planar + environment reflectionsExtensive editor tooling, live in-editor preview, and setup validation🏄 Quick OverviewTidal 2 separates simulation, rendering, and interaction into clear components:TidalCompute - FFT wave simulation (can be shared across bodies)TidalBody - Rendering, mesh LODs, and all subsystems (physics field, canvas, zones, reflections, underwater)TidalSurface Material - Visual appearanceTidalProfile - FFT water settings (as Scriptable Object)Zones & Volumes - Height/damping/current painting, cross-section masking, clipping, and interaction controlThis modular design allows multiple water bodies to share a single simulation for excellent performance scalability - each body keeps its own look, bounds, interaction, and underwater rendering.💧 Rendering & Visual FeaturesFFT-based displacement with 3 cascades, advected by currentsProcedural 3D-shaded sea foam + wake and contact foamSubsurface scattering and depth-based water coloringPlanar reflections (throttleable, MSAA) + environment reflectionsDynamic seabed & underwater causticsUnderwater fog, volumetric point/spot lights, and sun god rays at a fixed resolution budgetPixel-exact water cross-sections through volumes, multi-body with depth orderingNight-ready lighting: water darkens with the sun, lamps streak and pool on the surfaceOrthographic camera support🎮 Gameplay & PhysicsGPU physics field: one baked height field (waves + wake + zones) behind every CPU queryBuoyancy component ready for hundreds of floats, hardened against edge casesWater height, normal, flow, and submersion queries from scriptWake & foam emitters for boats, characters, and props📦 Demo scenes/contentExtreme wave / tsunami sceneLarge-scale ocean and island sceneIndoor & confined water sceneMulti-body sceneOrthographic camera scenePerformance-focused configuration sceneExample profiles & materialsSea-foam texture generator, editor validation and setup helpers✔️ Platform SupportFully Supported:Windows (DX11 / DX12) - Primary development and tested platformMay Work: (Untested / Limited)macOSiOS / AndroidConsolesVRNot Supported:WebGL - Compute shaders requiredVR - coming soon but not officially supported in v2.0⚡ PerformanceTidal 2 is designed to scale:Share one simulation across many bodiesReduce FFT resolution (adjustable live)Lower simulation and physics update ratesFixed resolution budget for underwater volumetrics (same cost at 1080p and 4K)Throttle or disable planar reflections and underwater rendering per bodyPer-renderer quality defaults with per-body overridesAdjust mesh LOD densityFrom calm lakes to massive oceans, performance is always under your control.📘 DocumentationFull setup guides, inspector references, performance tips, and demos:https://www.warpdev.co/tidal/doc/Third-Party ContentThis asset includes third-party components licensed under permissive open licenses:Assets from Poly Haven and AmbientCG, licensed under Creative Commons CC0 1.0 Universal3D models by Kenney, licensed under Creative Commons CC0 1.0 UniversalCode and mathematical techniques derived from FFT-Ocean by Ivan Pensionerov, licensed under the MIT LicensePromotional Media Notice:Some promotional screenshots on the Asset Store page use a skybox from the Fantasy Skybox FREE package by Render Knight. This skybox is used for visual presentation only in screenshots and is not included, redistributed, or required for use of this asset. Permission for this usage has been granted by the asset author.See the included Third-Party Notices.txt file in the package for full license details.⚙️ Technical FeaturesGPU compute driven FFT wave simulation (Unity 6, URP 17 RenderGraph)Quadtree ocean/lake mesh with seamless LOD and exact bounds clippingShared simulation across multiple water bodiesGPU physics field: baked height/normal clipmap for buoyancy & queries (waves + wake + zones in one tap)Interaction canvas: compute-simulated foam, wake, and flow clipmap layersZone Painter tool for height (tsunami-capable), damping & flow currentsAnalytic & SDF-based water volumes with pixel-exact cross-section masksPer-renderer quality defaults with per-body overridesSetup validator covering editor and build-only misconfigurationsRuntime-friendly API for buoyancy, height/normal/flow & submersion queriesAI-assisted tools were used during the development process to support tasks such as code review, mathematical validation, documentation drafting, and iteration efficiency.All final code, shaders, systems, and assets included in this package were reviewed, modified, and validated by the publisher to ensure correctness, originality, and compliance with Unity Asset Store policies.





