Ocean & Shore: Coral Shallows - Reef environment
Codematik
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Coral Shallows is a stylized low-poly pack for building underwater coral reef environments. It has 200+ prefabs, plus flocking fish, crawling critters and swaying kelp ready to drop into your scenes.An underwater reef kit filled with chunky corals, crawling critters, and flocking fish for tropical adventure games. 200+ ready-to-use prefabs, plus ready-made moving versions of the critters and fish, with procedural sway and crawling behaviors.Coral Shallows includes some utilities to get your ocean reef scenes going fast. Kelp, seagrass, seaweed and anemones sway with the included Shader Graph shader. Fish swim using the same shader and school with a simple flocking script, and snails and other critters crawl along surfaces with the Surface Crawler script.Every pack in the Ocean & Shore series draws its colors from the same palette texture, so packs mix seamlessly and can be recolored together or one at a time.Bring your scene to life- Kelp, seagrass, seaweed and anemones sway gently with the included shader.- Fish school together with a flocking script with tweakable settings.- Snails and other critters crawl over rocks, round edges and up walls with the Surface Crawler script.- Caustics move on the seabed from an animated light cookie. God rays and sea dust add flair to scenes.- An underwater surface shader shows the shimmering water surface from below.- Press Play in the demo scene and swim around the reef as a fish, with a swim controller and over-the-shoulder camera.What's includedThe pack comes with:- A playable demo scene.- 3 store page screenshot scenes.- Meshes and Prefabs sorted by type.- Documentation to get you started.Features- 200+ prefabs across 17 types with corals, kelp, anemones, sponges, and rock formations.- 19 ready-made behavior variants: 13 crawling critters and starfish, 3 swimming fish and 3 fish flocks.- A playable demo reef: swim a fish around a populated reef with lighting, post-processing and effects.- 2 populated reef scenes and a labelled layout scene (the scenes in the screenshots).- A showcase scene with every prefab laid out by type.- 2 particle effects included: god rays and sea dust.- 3 Shader Graph shaders included: sway (plants and fish), surface detail (triplanar textured rock and sand) and underwater surface.- Fish flocking, critter crawling, swim controller and follow camera scripts.- Single-texture materials suitable for mobile, web, and desktop.- Recolor the whole series, this pack, or a single object, by swapping the palette texture.- A tool-readable asset index (assets.json) with names, sizes and tags, handy for scene tools and AI assistants.ContentsPlants- Kelp (x12)- Seagrass (x11)- Seaweed (x11)Reef life- Anemones (x13)- Clams (x10)- Corals (x21)- Critters (x12)- Fish (x3)- Shells (x9)- Sponges (x11)- Starfish (x5)- Urchins (x7)Props- Detail pieces (x8)- Reef terrain (x22)- Rocks (x15)- Rubble piles (x10)- Sand pieces (x18)Pipeline compatibility- Coral Shallows officially supports the URP pipeline.- Shader Graph shaders are made to also support built-in, built-in support is unofficial/untested.SupportQuestions, or stuck on something? Find us on Discord, or send an email to the support email on our publisher page.Unity 6000.0.85f1 or later, Universal Render Pipeline (URP)Prefabs: 217Meshes: 198Polygon count: 84 to 2,032 tris per prefab, 99,224 for all models togetherTextures: 6Texture maps: base color only, no normal, metallic or roughness mapsUV mapping: Yes, every mesh is mapped onto the palette textureMaterials: 7 pack materialsShaders: 3 Shader Graphs (Sway, Surface Detail, Underwater Surface)Scripts: Flock, SurfaceCrawler, CausticDrift, SwimController, ShoulderCamera, FacingDirectionParticle systems: 2Scenes: 1 playable demo scene, 3 screenshot scenes, 1 showcase sceneRigging: NoAnimation: No animation clips. Plants, anemones, fish and nudibranchs move with a sway shader.LODs: NoneColliders: NoneScale: 1 unit = 1 m, pivot at bottom center, models face -ZThe first version of each mesh is generated by AI. Every model is then checked and cleaned up, split into usable assets, colored from our palette and shaded, and reviewed in-engine.




