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Tidal 2 - Water System preview
Unity

Tidal 2 - Water System

By Warpdev

$49.97

Rated 0.0/5 from 2 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $49.97. The latest store price is $49.97, matching the lowest recorded price shown here.

Recorded prices for Tidal 2 - Water System 2 price observations from Aug 15, 2026 to Nov 5, 2026. Lowest recorded price $49.97. Exact dates and prices are listed below. $0.00 $24.99 $49.97 Aug 15, 2026: $49.97. Unity Permanent Increase 2026-08-15 2026-08-22 Nov 5, 2026: $49.97. Latest store price Aug 15, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$49.97Latest store price
$49.97Unity Permanent Increase 2026-08-15 2026-08-22

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Tidal 2 - Water System

  • Theme > Realistic
  • Art & Visuals > VFX
📘 Documentation 🕹️ Compatibility 💬 Support ([email protected])

A license for this asset guarantees access to updates for Unity 6.* and future improvements within the Tidal product line.

What is Tidal 2?
Tidal 2 is a GPU-accelerated water system for Unity 6 URP, built around FFT-based wave simulation, a quadtree ocean mesh, and modular subsystems. It covers oceans, lakes, pools, and confined water - with real gameplay interaction: boats carve wakes and foam, currents carry the water, objects float, and cameras dive below a fully rendered underwater world.

Tidal 2 is intended for developers who want real control over wave behavior, performance scaling, and runtime interaction, rather than a one-size-fits-all water shader.

🌊 Highlights
FFT-based multi-cascade wave simulation (GPU compute)
Profile-driven wave behavior (wind, fetch, swell, direction)
Infinite oceans and bounded lakes/pools from one mesh generator
Interaction canvas: boat wakes, foam trails, currents & whirlpools
Paintable zones: height (tsunami-capable), damping, and flow currents
GPU physics field powering buoyancy, height queries & submersion
Dynamic light-transport caustics that drift with the current
Underwater rendering: volumetric lights, god rays, particles, analytic waterline
Water cross-sections & dry cavities (aquariums, submarine interiors, cut-aways)
Photoreal surface shading with day/night response and lit nights (glitter + light pools)
Planar + environment reflections
Extensive editor tooling, live in-editor preview, and setup validation


🏄 Quick Overview
Tidal 2 separates simulation, rendering, and interaction into clear components:
TidalCompute - FFT wave simulation (can be shared across bodies)
TidalBody - Rendering, mesh LODs, and all subsystems (physics field, canvas, zones, reflections, underwater)
TidalSurface Material - Visual appearance
TidalProfile - FFT water settings (as Scriptable Object)
Zones & Volumes - Height/damping/current painting, cross-section masking, clipping, and interaction control

This modular design allows multiple water bodies to share a single simulation for excellent performance scalability - each body keeps its own look, bounds, interaction, and underwater rendering.

💧 Rendering & Visual Features
FFT-based displacement with 3 cascades, advected by currents
Procedural 3D-shaded sea foam + wake and contact foam
Subsurface scattering and depth-based water coloring
Planar reflections (throttleable, MSAA) + environment reflections
Dynamic seabed & underwater caustics
Underwater fog, volumetric point/spot lights, and sun god rays at a fixed resolution budget
Pixel-exact water cross-sections through volumes, multi-body with depth ordering
Night-ready lighting: water darkens with the sun, lamps streak and pool on the surface
Orthographic camera support

🎮 Gameplay & Physics
GPU physics field: one baked height field (waves + wake + zones) behind every CPU query
Buoyancy component ready for hundreds of floats, hardened against edge cases
Water height, normal, flow, and submersion queries from script
Wake & foam emitters for boats, characters, and props

📦 Demo scenes/content
Extreme wave / tsunami scene
Large-scale ocean and island scene
Indoor & confined water scene
Multi-body scene
Orthographic camera scene
Performance-focused configuration scene
Example profiles & materials
Sea-foam texture generator, editor validation and setup helpers


✔️ Platform Support
Fully Supported:
Windows (DX11 / DX12) - Primary development and tested platform

May Work: (Untested / Limited)
macOS
iOS / Android
Consoles
VR

Not Supported:
WebGL - Compute shaders required
VR - coming soon but not officially supported in v2.0


⚡ Performance
Tidal 2 is designed to scale:
Share one simulation across many bodies
Reduce FFT resolution (adjustable live)
Lower simulation and physics update rates
Fixed resolution budget for underwater volumetrics (same cost at 1080p and 4K)
Throttle or disable planar reflections and underwater rendering per body
Per-renderer quality defaults with per-body overrides
Adjust mesh LOD density

From calm lakes to massive oceans, performance is always under your control.

📘 Documentation
Full setup guides, inspector references, performance tips, and demos:
https://www.warpdev.co/tidal/doc/

Third-Party Content
This asset includes third-party components licensed under permissive open licenses:
Assets from Poly Haven and AmbientCG, licensed under Creative Commons CC0 1.0 Universal
3D models by Kenney, licensed under Creative Commons CC0 1.0 Universal
Code and mathematical techniques derived from FFT-Ocean by Ivan Pensionerov, licensed under the MIT License

Promotional Media Notice:

Some promotional screenshots on the Asset Store page use a skybox from the Fantasy Skybox FREE package by Render Knight. This skybox is used for visual presentation only in screenshots and is not included, redistributed, or required for use of this asset. Permission for this usage has been granted by the asset author.


See the included Third-Party Notices.txt file in the package for full license details.

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