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OceanCore – Dynamic Ocean, Lakes & Rivers preview
Unity

OceanCore – Dynamic Ocean, Lakes & Rivers

By Redicion Studio

$49.99

About OceanCore – Dynamic Ocean, Lakes & Rivers

  • Theme > Nature & Countryside
  • Theme > Realistic
  • Art & Visuals > VFX
Create everything from calm tropical water and mountain lakes to stormy oceans, rogue waves, breaking waves, flowing rivers, whirlpools, and interactive shorelines within one unified water framework.

Advanced Ocean Simulation: multi‑layer waves, configurable height, speed, direction, small ripples, large swells, dynamic waves, rogue waves, breaking waves, runtime wave spawning, crest foam, spray, whitewater, distance‑based detail, smooth transitions.

Dynamic Waves: spawn localized waves at runtime with configurable height, width, wavelength, direction, speed, lifetime, strength, breaking behavior. Operate independently for gameplay events.

Rogue Waves: large localized waves that travel through sea state, configurable height and width, move independently, produce foam and spray, can become breaking waves, fade smoothly.

Breaking Waves: waves progress through cresting, pitching, curling, breaking, whitewater, dissolving. Features include curling crests, forward‑moving lips, overhangs, impact, whitewater, crest spray, foam, configurable thresholds, dynamic/rogue support, optional interaction.

Wave Crest Spray: automatic sea spray from large steep wave crests. Configurable spray amount, strength, particle size, lifetime, wind influence, crest and steepness thresholds, distance/LOD.

Realtime Shorelines: detect coastlines and shallow terrain at runtime, drive waterline clipping, shore foam, shallow‑water behavior, wave interaction, shoreline waves, terrain‑aware water. No baking required.

Realtime Contour & Shore Foam: generate configurable foam around islands, rocks, coastlines, follows actual waterline, can be enabled per obstacle, with width, intensity, falloff, noise, and visual parameters.

Ocean Wave Obstacles: define islands, coastlines, and other areas that influence surrounding ocean. Features: runtime shoreline interaction, optional contour foam, waterline clipping, shoreline waves, local ocean profiles, radius, feathering, position offset, smooth transitions.

Shoreline Waves: local waves generated toward shoreline, direction derived from coast, configurable spawn distance, size, speed, spacing, width, randomness, shore fade, breaking wave support, waves diminish toward shore.

Varying Water Levels: unified local water‑level system for oceans, elevated lakes, mountain lakes, rivers, streams, harbors, smooth blending between levels.

Lake System: place lakes on terrain at any elevation with custom height, dimensions, own Ocean Profile, smooth river connections, use existing OceanCore waves and rendering.

Spline River System: create rivers in Scene View using splines, connect lake‑river‑ocean, adjustable width, depth, flow speed/direction, reverse flow, smooth height transitions, blending, custom profiles, runtime support.

Dynamic River Flow: flow direction affects surface movement, foam, floating objects, water interaction, optional buoyancy forces, follows spline and can reverse.

Smooth Water Connections: seamless transitions between lake‑river, river‑river, river‑ocean, avoid hard seams with blend distances.

Ocean Profiles: reusable profiles for calm seas, tropical water, rough oceans, storms, lakes, rivers, protected bays. Profiles control visual and simulation behavior, can be assigned locally to lakes, rivers, obstacles.

Local Ocean Profile Zones: different areas of same ocean use different profiles, configurable radius, feathering, smooth blending, position offset, per‑obstacle profiles. Rogue and breaking waves fade when disabled in profile.

Whirlpools, Maelstroms & Vortices: add Vortex component for rotating water effects, configurable radius, strength, depth, rotation speed, surface pull, center depression, falloff, foam, spray, fade, buoyancy influence, can appear/disappear/move at runtime.

Buoyancy: configurable buoyancy for ships and floating objects, reacts to ocean waves, dynamic waves, rogue waves, local water levels, rivers, currents, water interaction. Buoyancy and sampling follow visible water state.

Ship & Object Interaction: dynamic interaction with water displacement, splashes, entry impacts, ripples, wake, foam trails, breaking wave interaction, local surface deformation, heavy objects locally influence water.

Water Surface Interaction: produces localized deformation and visual feedback for boats, characters, physics objects, floating debris, large objects, environmental interactions.

Terrain‑Aware Water: keeps shallow water visually above underwater terrain like beaches, prevents wave troughs disappearing, can be enabled/disabled.

Shallow Water & Shoaling: waves react to shallow areas near coast, works with shoreline waves, breaking waves, shore foam, terrain‑aware water, runtime shoreline detection.

Water Rendering: configurable URP water rendering for close‑up and large‑scale views, includes refraction, depth coloring, surface normals, foam, reflection support, transparent water, shallow‑water appearance, underwater transitions, distance‑based rendering.

Underwater Rendering: smooth transition below surface with dedicated effects, works with dynamic water surface and local water levels.

Wind & Ocean Conditions: wind settings influence ocean appearance and movement, range from calm to storm, other OceanCore systems stay synchronized.

Large World Support: designed for large environments, follows active view area, distance‑based systems keep expensive effects where needed.

Performance & LOD: distance‑based LOD, particle distance limits, dynamic wave pooling, configurable update distances, runtime sampling caches, shader variant optimization, feature toggles, adjustable quality settings, systems can be enabled only where needed.

Designed for Customization: expandable water framework, customize wave behavior, water appearance, breaking/rogue waves, foam, spray, shorelines, rivers, lakes, local profiles, vortices, buoyancy, object interaction, performance settings.

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