Simple Ocean - Quadtree Infinite Water Engine
Dylan Auty
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Add an infinite beautiful oceans and water to any scene in seconds, no coding required.Demos include 3 standard/builtin demo scenes, and one URP scene with accompanying shaders/materials. Please import as neededAdd an infinite ocean to any scene in seconds, no coding required. Drop in the prefab, press Play, and it works. Supports Built-In and URP with the same package.Infinite Ocean That Follows YouThe ocean extends as far as you can see and follows your camera using quadtree LOD subdivision. No visible tile edges, no pop-in, no performance spikes. Adjustable mesh resolution, grid size, and subdivision depth give you full control over the quality to performance ratio.Realistic Gerstner WavesFour independently configured Gerstner waves combine to create natural ocean motion. Each wave has its own wavelength, amplitude, speed, steepness, and direction. Tweak them individually or pick from 16 wave presets across 6 categories, from calm rivers to rough oceans and stylized toon water.Underwater Fog and CausticsWhen your camera goes below the surface, underwater fog kicks in automatically. The fog blends from shallow to deep color based on how far down you are, with adjustable density and depth falloff. Screen-space caustics project animated light patterns onto underwater objects. Works on both Built-In and URP without any extra setup.16 Wave PresetsPick a water style and keep moving. Each preset sets all four Gerstner waves plus every material property (water color, foam, specular, SSS, refraction, and more) in a single click.- Calm: Still, River- Rough: Ocean, Swell- Depths: Lake, Deep Ocean, Shallows- Artistic: Stylized, Toon, Tropical- Murky: Foggy Lake, Murky Ocean, Swamp- Extra: Rough Ocean, Mirror, PoolNo manual slider hunting. Click a preset, see the result, move on. Once you find something you like tweak as needed.Float Any ObjectAttach buoyancy to any GameObject with a Rigidbody and it will float on the water. Buoyancy strength, drag, angular drag, and stabilization torque are all adjustable. Use bounding box corners for quick setup or define custom sample points for precise control.Caustics on the Surface and UnderwaterAdd the Caustics Projector component to drive animated caustics across the water surface and into the underwater effect. Two-layer pattern with wave distortion, RGB color splitting, and full color and intensity control. Everything updates in real time from a single inspector.Procedural Island Generator (Bonus)Generate terrain islands with a single click. Control radius, height, noise shape, drop-off profile, dual island blending, grass coverage, and vertex colors. Use Tools > Simple Ocean > Island Generator to create one instantly or tweak every parameter in the inspector.Water Interaction TelemetryMonitor any object's interaction with the water using read-only values (submersion depth, wave height, surface normal) and fire your own events when the object enters, exits, submerges, or surfaces.Pipeline SupportWorks in Built-In Render Pipeline and URP 12+ (tested on 14.x) from the same package. No separate downloads, no pipeline-specific versions. Select your material and play.Thank you for your support. Suggestions and feature requests are always welcome.Quadtree-based infinite ocean with LOD subdivision (CPU), rendered through standard Unity draw calls (GPU)Gerstner wave vertex displacement on the GPU (4 waves with configurable wavelength, amplitude, speed, steepness, direction)Per-vertex analytical normals from the wave function (no screen-space normals)Depth-based refraction, shoreline foam, crest foam, and surface foam all in the water shaderUnderwater fog: Built-In uses RenderSettings.fog, URP uses a full-screen ScriptableRenderPass at AfterRenderingPostProcessingScreen-space caustics rendered as a full-screen overlay in both pipelinesBuoyancy uses per-point wave height queries (CPU, single-threaded readback via OceanRenderer.Instance.GetHeightAtLocation)Mesh resolution: 4 to 64 verts per tile edge. Root grid: 1 to 7 tiles. Max LOD depth: 1 to 10.Presets set 40+ material properties and all 4 wave structs in one clickTo maximize development efficiency and deliver faster updates, this asset utilizes an agent-assisted software engineering workflow. As a solo developer with over a decade of dedicated Unity experience, I maintain strict oversight.Every system and architecture choice developed via agentic tooling is thoroughly vetted and production-tested by me to ensure it meets standards I have maintained for over a decade.Embracing modern agentic workflows allows me to scale production speeds while maintaining the exact craftsmanship, stability, and deep optimization my users have come to expect across my portfolio.





