OceanCore – Dynamic Ocean, Lakes & Rivers
Redicion Studio
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OceanCore is a complete and customizable ocean and water system for Unity 6 URP, built for oceans, islands, lakes, rivers, ships, dynamic waves, and interactive environments.Unity 6 / 6000.0+, URP, compatible with PC, Mobile and Consoles.Create everything from calm tropical water and mountain lakes to stormy oceans, rogue waves, breaking waves, flowing rivers, whirlpools, and interactive shorelines, all within one unified water framework.OceanCore combines advanced water rendering, wave simulation, buoyancy, runtime shoreline detection, water interaction, local water profiles, and environmental effects into a flexible system designed for games of different scales.📘 DocumentationOceanCore User Manual⭐ Main Features🌊 Advanced Ocean SimulationCreate dynamic oceans with configurable wave behavior and multiple wave types.Features include:Multi-layer ocean wavesConfigurable wave height, speed and directionSmall ripples and large swellsDynamic WavesRogue WavesBreaking WavesRuntime wave spawningWave crest foamWave crest sprayWhitewaterDistance-based wave detailSmooth transitions between different ocean states🌊 Dynamic WavesSpawn localized waves anywhere at runtime.Dynamic Waves can use configurable:HeightWidthWavelengthDirectionSpeedLifetimeStrengthBreaking behaviorThey operate independently from normal ocean waves and can be used for gameplay events, storms, scripted sequences and environmental effects.⚠️ Rogue WavesGenerate large localized ocean waves that travel through the existing sea state.Rogue Waves can:Spawn at runtimeUse configurable height and widthMove independently through the oceanProduce foam and sprayBecome Breaking WavesSmoothly fade when entering areas where Rogue Waves are disabled🌊 Breaking WavesLarge waves can transition into fully animated breaking waves.The wave can progress through:Cresting → Pitching → Curling → Breaking → Whitewater → DissolvingFeatures include:Curling wave crestsForward-moving wave lipsOverhangsBreaking impactWhitewaterCrest sprayBreaking foamConfigurable breaking thresholdsDynamic and Rogue Wave supportOptional Breaking Wave interactionBreaking Waves can be enabled or disabled independently without removing the original underlying waves.💨 Wave Crest SprayLarge and steep waves can automatically generate sea spray directly from their crests.Configure:Spray amountStrengthParticle sizeLifetimeWind influenceCrest thresholdSteepness thresholdDistance / LOD🏝️ Realtime ShorelinesOceanCore can detect coastlines and shallow terrain at runtime.No traditional manual Depth Map baking workflow is required.Runtime shoreline data can drive:Waterline clippingShore foamShallow-water behaviorWave interactionShoreline WavesTerrain-aware water behaviorChanges to the environment can be reflected without rebaking coastline data.🫧 Realtime Contour & Shore FoamOceanWaveObstacle can generate configurable foam around islands, rocks and coastlines.The foam follows the actual waterline, helping prevent foam from appearing incorrectly farther up beaches or sand ramps.Contour Foam can be enabled or disabled individually per obstacle.Configurable properties include foam width, intensity, falloff, noise and other visual parameters.🌴 Ocean Wave ObstaclesUse OceanWaveObstacle to define islands, coastlines and other areas that influence the surrounding ocean.Features include:Runtime shoreline interactionOptional Contour FoamWaterline clippingShoreline WavesLocal Ocean ProfilesProfile radiusProfile featheringProfile position offsetSmooth local ocean transitions🌊 Shoreline WavesOcean Wave Obstacles can optionally generate local waves that travel toward the shoreline.Unlike global ocean waves, Shoreline Waves derive their direction from the nearby coast.Configure:Spawn distanceWave sizeSpeedSpacingWidthRandomnessShore fadeBreaking Wave supportWaves become smaller as they approach the coast and smoothly disappear at the shoreline.🏞️ Varying Water LevelsOceanCore is not limited to one flat global water height.Create water at different elevations using a unified local water-level system.Possible environments include:OceansElevated lakesMountain lakesRiversStreamsHarborsLocal water-level regionsLocal water levels blend smoothly into surrounding water instead of requiring completely separate water systems.🏔️ Lake SystemPlace lakes directly on terrain at any elevation.A lake can use:Custom water heightCustom dimensionsIts own Ocean ProfileSmooth connections to riversExisting OceanCore waves and rendering featuresA lake high in the mountains can connect through a river all the way down to the ocean.🏞️ Spline River SystemCreate rivers directly in the Scene View using splines.Draw a river across terrain and connect it between:Lake → River → OceanFeatures include:Spline-based river creationAdjustable widthWater depthFlow speedFlow directionReverse FlowSmooth height transitionsRiver-to-ocean blendingCustom Ocean ProfilesRuntime supportThe river can naturally descend across terrain while remaining part of the same OceanCore water framework.➡️ Dynamic River FlowRiver flow is more than a scrolling texture.Flow direction can affect:Surface movementFoamFloating objectsWater interactionOptional buoyancy forcesThe direction follows the river spline and can be reversed when required.🔗 Smooth Water ConnectionsOceanCore supports smooth transitions between different water bodies.Examples:Lake → RiverRiver → RiverRiver → OceanTransition and blend distances help avoid hard seams, steep endings or obvious intersections between connected water regions.🎨 Ocean ProfilesCreate reusable Ocean Profiles for different water conditions.Profiles can control the visual and simulation behavior of the water.Use them for environments such as:Calm seasTropical waterRough oceansStormsLakesRiversProtected baysProfiles can also be assigned locally to Lakes, Rivers and Ocean Wave Obstacles.🌐 Local Ocean Profile ZonesDifferent areas of the same ocean can use different Ocean Profiles.For example, the open ocean can remain rough while the water around an island becomes calmer.Local profiles support:Configurable radiusFeatheringSmooth profile blendingPosition offsetPer-obstacle profilesFeatures such as Rogue Waves and Breaking Waves can smoothly fade out when entering a profile where they are disabled instead of disappearing instantly.🌀 Whirlpools, Maelstroms & VorticesAdd an Ocean Vortex component to a GameObject and create localized rotating water effects.Configure properties such as:RadiusStrengthDepthRotation speedSurface pullCenter depressionFalloffFoamSprayFade in / outBuoyancy influenceThe effect can smoothly appear, disappear and move across the ocean at runtime.⚓ BuoyancyOceanCore includes configurable buoyancy for ships and floating objects.Objects can react to:Ocean wavesDynamic WavesRogue WavesLocal water levelsRiversCurrentsWater interactionBuoyancy and surface sampling are designed to follow the visible water state as closely as possible.🚢 Ship & Object InteractionObjects can interact dynamically with the water.Supported effects include:Water displacementSplashesEntry impactsRipplesWakeFoam trailsBreaking Wave interactionLocal surface deformationHeavy objects can locally influence the water rather than simply floating on an unchanged surface.💦 Water Surface InteractionWater interaction can produce localized deformation and visual feedback.This can be used for:BoatsCharactersPhysics objectsFloating debrisLarge objectsEnvironmental interactions🌊 Terrain-Aware WaterOceanCore can keep shallow water visually above underwater terrain such as beaches and sand ramps.This helps prevent wave troughs from disappearing below shallow terrain.The behavior can be enabled or disabled when needed.🏖️ Shallow Water & ShoalingWaves can react to shallow areas as they approach the coast.This can be combined with:Shoreline WavesBreaking WavesShore FoamTerrain-aware waterRuntime shoreline detection🪞 Water RenderingOceanCore includes a configurable URP water rendering system designed for both close-up and large-scale views.Features include:RefractionWater depth coloringSurface normalsFoamReflection supportTransparent waterShallow-water appearanceUnderwater transitionsDistance-based rendering🌊 Underwater RenderingTransition smoothly below the surface with dedicated underwater effects.Designed to work together with OceanCore's dynamic water surface and local water levels.🌬️ Wind & Ocean ConditionsWind settings can influence the appearance and movement of the ocean.Create anything from calm water to rough storm conditions while keeping other OceanCore systems synchronized.🗺️ Large World SupportOceanCore is designed for large environments and continuously follows the active viewing area rather than requiring one enormous high-resolution mesh.Distance-based systems help keep expensive effects focused where they are needed.⚙️ Performance & LODOceanCore includes multiple systems designed for realtime use:Distance-based LODParticle distance limitsDynamic Wave poolingConfigurable update distancesRuntime sampling cachesShader variant optimizationFeature togglesAdjustable quality settingsSystems can be individually enabled only where needed.🛠️ Designed for CustomizationOceanCore is designed as an expandable water framework rather than a fixed visual effect.Customize:Wave behaviorWater appearanceBreaking WavesRogue WavesFoamSprayShorelinesRiversLakesLocal profilesVorticesBuoyancyObject interactionPerformance settings


