Performance-focused URP ocean system for large worlds with underwater effects, wakes, and lightweight buoyancy support.1. HookNeed 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 actorsPractical setup workflow with presets, validation, and editor toolingClear architecture suitable for real production use4. Main FeaturesChunked ocean rendering centered around the active cameraData-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 visualsOptional advanced partial-submersion split modeLightweight pooled wake system with emittersBuoyancy Lite for floating props and demo boatsCustom 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 systems6. 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 HDRP supportNo Built-in Render Pipeline support7. Pipeline CompatibilityRenderWave V1 is URP only. It is not built for HDRP or the Built-in Render Pipeline.8. Closing LineRenderWave 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 coverageWater queries: surface height, surface normal, signed distance to surfaceShader: custom URP HLSL shader with Classic and Enhanced modesUnderwater: Lite path plus optional enhanced underwater presentationAdvanced underwater: optional partial-submersion split modeFoam: optional contact/intersection foam in the ocean shaderWakes: lightweight pooled wake system with emitter workflowBuoyancy: lightweight single-point Buoyancy Lite for props and demo boatsEditor 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 tuningSample/demo content: example boat content and setup-oriented documentation; only advertise full sample scene pack if it is added before releaseKnown limitations: one render-driving camera per ocean manager, URP-only, no shoreline simulation, no realistic hull buoyancy, no HDRP/Built-in support




