A stylized dynamic ocean environment system featuring water rendering with refraction and foam, boat physics, day/night cycle, water interaction , scene height fog, and shoreline waves.StylizedWildOceanA stylized, living ocean environment system for Unity (URP). Everything you need to build a vibrant, interactive ocean world — from dynamic water rendering to swimming fish, sailing boats, and full day/night transitions.🌊 Water SurfaceStylized shader with depth-based color gradients, refraction, and transparencyDynamic foam system: shoreline band, wave crest foam, and noise-driven foam patternsNormal map blending with two independently scrolling normal layersDay/Night integration: water color, transparency, and refraction automatically shift between day and nightMaterial Inspector organized into logical sections — no hunting through raw shader properties💧 Water InteractionRipplesExpanding ring effects on the water surface. Spawn from any source with a single API call.Pooled for performance — no garbage allocationAutomatically dims at nightUsed by fish leap, rain, click interaction, and gameplay eventsSplashesParticle-based water splash with configurable presets.Built-in presets: Large, Small, and customDefine your own presets with color, drop count, scale, and velocityPooled and night-awareFish LeapAmbient fish that randomly leap out of the water near the camera, complete with rise, arc, and water-entry animation.Configurable sprite list with per-fish scaleHourly spawn probability curve (active during daytime, zero at night)Automatic ripple + splash on entry and exitTerrain occlusion check — fish won't spawn behind islandsRain EffectContinuous small ripples simulating rain hitting water.Follows a target (camera/player) or uses a fixed areaConfigurable density, radius, and ripple countTerrain occlusion — skips ripples under covered areas🚤 Boat ControlRigidbody physics with smooth acceleration, drag, and collision responseBoost (Shift key) for speed burstsReverse steering — turning auto-inverts when going backwardVisual tilt — boat rolls into turnsBoundary system — keeps boats within a playable radiusCollision events — boat-vs-island (stop), boat-vs-reef (slowdown), boat-vs-boat (separation)Wake Foam — particle trail behind the boat with V-line spread and center foamPaddle animation — procedural paddle circling tied to boat speed and steering🌅 Day/Night CycleSmooth 24-hour time progression with auto-advanceSun direction, color, and intensity curvesAmbient sky/equator/ground color transitionsUnity native fog integration (density and color shift at night)Global night blend broadcast drives all water sub-systems automatically🌫️ Scene Height FogFull-scene post-processing fog with volumetric noise.Height-based falloff for realistic atmospheric depthPlayer clear — fog thins around a target (e.g. player boat)Flowing noise animation for organic movementIntegrates with RenderSettings fog color or custom color🏖️ Shoreline WavesAdvancing wave and foam strips along coastlines.In-editor waypoint editing with Scene View handlesLoop or open path supportAdjustable strip width, subdivisions, and UV tilingWave count, speed, width, and far fadeNoise + Voronoi breakup for natural variationNight foam auto-dimPlatformsStandalone (Windows, macOS, Linux)Mobile (iOS, Android)WebGLRequirementsUnity 2022.3 LTS+URP 14.0.12+Input System packageShaders: HLSL/ShaderLab — water surface with depth-based color gradients, refraction via opaque texture, multi-layer normal blending, and noise-driven foam; shoreline waves with Voronoi breakupPhysics: Rigidbody-based boat control with smooth acceleration, drag, and collision responseObject Pooling: Ripples, splashes, and fish leap all use pre-allocated pools — zero runtime GC allocationDay/Night: Global _GlobalNightBlend shader keyword broadcast — water, foam, ripples, splashes, and fog auto-transition without per-component wiringInput: New Input System with inline InputAction bindings — no InputActions asset setup required; supports InputActionReference overrides for custom bindingsCustom Inspectors: Foldout-based UI with SerializedObject proxy for sub-components; ShaderGUI with grouped sections for water and shoreline materialsScene View Tools: In-editor waypoint editing with handles for shoreline strip building


