VR Ocean | High-Performance Ocean Simulation for VR
Platypus Ideas
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Production-ready realistic ocean simulation for VR. Burst/Jobs powered with realistic waves, buoyancy physics, skyboxes, reflections, and LOD mesh system.Tested and verified with Unity 6000.3.7f1VR Ocean | High-Performance Ocean Simulation for VRVR Ocean is a production-ready, realistic real-time ocean simulation system built for virtual reality. Using a scientifically grounded Phillips spectrum with directional wave spreading, powered by Unity's Burst Compiler and Job System, it delivers stunning, physically accurate ocean surfaces that run smoothly inside VR headsets, from calm coastal waters to dramatic open seas.Easy Setup for EveryoneNo coding experience? No problem. VR Ocean comes with intuitive MonoBehaviour components and ready-to-use prefabs. Simply drop the ocean into your scene, pick an environment profile, and you're sailing. Four included demo scenes, from sunny open seas to arctic nights, help you get started in minutes.Fully Customizable for Advanced UsersNeed more control? VR Ocean's clean, modular architecture gives you full access to the underlying systems. Swap in custom height providers, implement your own buoyancy logic, or fine-tune every wave parameter from wind speed to choppiness. Well-documented APIs, ScriptableObject-based environment profiles, and a clear code structure make customization straightforward.Realistic Ocean BehaviorVR Ocean doesn't just render water, it simulates it. A full spectral FFT pipeline produces physically plausible wave patterns that evolve naturally over time. Subsurface scattering, Fresnel reflections, animated foam, caustics, and detail normals come together to create an ocean that looks and feels real, even up close in VR.Physics-Based Object FloatingMake objects float realistically. Three buoyancy implementations cover every use case: a lightweight 9-point sampler for simple props, a configurable multi-point grid with Burst-compiled jobs for boats and vehicles, and a kinematic mode for scripted floating. All methods include proper hydrostatic lift, depth attenuation, and dynamic drag.Built for VR PerformanceEvery system in VR Ocean is designed with VR frame budgets in mind. A quadtree LOD mesh system adapts detail based on distance and camera height. A dedicated VR mobile mode strips unnecessary features for standalone headsets. Stereo rendering, instanced draw calls, and zero-GC runtime pathways keep your frames locked and your players comfortable.Works With Any EnvironmentVR Ocean includes procedural skybox shaders for day and night, time-sliced reflection probes, and full post-processing integration. Use the included aquatic biome profiles or create your own to match any mood, tropical paradise, stormy Atlantic, moonlit arctic, or anything in between.Key Features- Phillips spectrum FFT wave simulation with directional spreading- Physically accurate subsurface scattering, Fresnel reflections, foam, and caustics- Burst/Jobs powered for maximum VR performance (72 fps on Quest 3)- Three buoyancy systems for any use case- Quadtree LOD mesh with seamless stitching (16 triangulation patterns)- Four quality presets from Low to Ultra- Configurable FFT resolution (16x16 to 512x512)- Procedural day and night skybox shaders included- ScriptableObject environment profiles for quick scene setup- Compatible with URP and any OpenXR VR devicePerfect ForOcean exploration, sailing simulators, meditation VR experiences, naval games, fishing games, island survival, maritime training, relaxation apps, and any VR application requiring a dynamic, realistic water surface.SupportIf you need help or have questions related to this asset, feel free to get in touch:info@platypusideas.com, or check out the DocumentationCore Technology- Phillips spectrum FFT-based ocean wave simulation- Burst Compiler optimized for maximum CPU performance- Job System integration for multi-threaded wave computation and buoyancy- Zero garbage collection during runtime simulationWave System- Wind speed: 0–64 m/s with directional alignment control- Choppiness: 0–1 with per-frame displacement scaling- Wave pattern size: 16m to 256m- Small wave suppression for VR comfort and performance- Simulation loop duration up to 200 seconds (no visible repetition)- Time scale: 0.5x–2.0xRendering- Quadtree LOD mesh with 16 unique triangulation patterns (no T-junction artifacts)- Four quality presets: Low (16 verts/patch), Medium (32), High (64), Ultra (64 with tighter LOD)- Ocean surface size: 256m to 8192m with horizon skirting- Pre-computed normal map mipmap chain for efficient far-field shading- Shader Model 4.5 target- VR mobile mode shader variant for standalone headsets- Stereo instancing and multiview supportVisual Features- Subsurface scattering with wave-height influence- Fresnel-based reflections with smoothness and angle falloff- Threshold-based foam rendering with custom texturing- Animated detail normal layers with directional movement- Screen-space refraction (toggleable for performance)- Procedural skybox shaders: cloudy day and starry nightBuoyancy Physics- PhysicBasedObjectFloatation: lightweight 9-point (3x3) sampling- ThreadedPhysicBasedObjectFloatation: configurable grid resolution with Burst-compiled jobs- NonPhysicBasedObjectFloatation: kinematic mode without Rigidbody constraints- Hydrostatic lift with depth attenuation- Dynamic linear and angular drag based on submersion levelEnvironment System- AquaticBiomeProfile ScriptableObject for scene-wide presets- Solar configuration: intensity, color filter, rotation- Atmosphere configuration: fog color, exponential fog density- Time-sliced reflection probe updates with configurable intervals- Post-processing volume integration (5 profiles included)Integration- Built for Universal Render Pipeline (URP)- OpenXR compatible (Meta Quest 3 primary target, any OpenXR device supported)- Event-driven architecture for easy system integration- Clean MonoBehaviour wrappers for all core systems- Singleton-based scene managementIncluded Content- 4 demo scenes (Afterglow, Arctic Night, Calm Sea, Sunny Open Sea)- 4 aquatic biome environment profiles- 5 post-processing profiles- Prefabs for ocean surface, VR player, and floating objects- Procedural cloud and star textures for skyboxesRequirements- Unity 6000.0.58 LTS or newer- Universal Render Pipeline (URP) 17.0.0+- XR Interaction Toolkit 3.1.2+- Mathematics 1.3.0 +- Burst 1.8.0 +- Collections 2.5.0 +



