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Stylized Wild Ocean

Stylized Wild Ocean · Unity Special effects · Preview 1

Asset description

StylizedWildOcean A stylized, living ocean environment system for Unity (URP). Everything you need to build a vibrant, interactive ocean world — from dynamic water rendering to swimming fish, sailing boats, and full day/night transitions. 🌊 Water Surface Stylized shader with depth-based color gradients, refraction, and transparency Dynamic foam system: shoreline band, wave crest foam, and noise-driven foam patterns Normal map blending with two independently scrolling normal layers Day/Night integration: water color, transparency, and refraction automatically shift between day and night Material Inspector organized into logical sections — no hunting through raw shader properties 💧 Water Interaction Ripples Expanding ring effects on the water surface. Spawn from any source with a single API call. Pooled for performance — no garbage allocation Automatically dims at night Used by fish leap, rain, click interaction, and gameplay events Splashes Particle-based water splash with configurable presets. Built-in presets: Large, Small, and custom Define your own presets with color, drop count, scale, and velocity Pooled and night-aware Fish Leap Ambient fish that randomly leap out of the water near the camera, complete with rise, arc, and water-entry animation. Configurable sprite list with per-fish scale Hourly spawn probability curve (active during daytime, zero at night) Automatic ripple + splash on entry and exit Terrain occlusion check — fish won't spawn behind islands Rain Effect Continuous small ripples simulating rain hitting water. Follows a target (camera/player) or uses a fixed area Configurable density, radius, and ripple count Terrain occlusion — skips ripples under covered areas 🚤 Boat Control Rigidbody physics with smooth acceleration, drag, and collision response Boost (Shift key) for speed bursts Reverse steering — turning auto-inverts when going backward Visual tilt — boat rolls into turns Boundary system — keeps boats within a playable radius Collision events — boat-vs-island (stop), boat-vs-reef (slowdown), boat-vs-boat (separation) Wake Foam — particle trail behind the boat with V-line spread and center foam Paddle animation — procedural paddle circling tied to boat speed and steering 🌅 Day/Night Cycle Smooth 24-hour time progression with auto-advance Sun direction, color, and intensity curves Ambient sky/equator/ground color transitions Unity native fog integration (density and color shift at night) Global night blend broadcast drives all water sub-systems automatically 🌫️ Scene Height Fog Full-scene post-processing fog with volumetric noise. Height-based falloff for realistic atmospheric depth Player clear — fog thins around a target (e.g. player boat) Flowing noise animation for organic movement Integrates with RenderSettings fog color or custom color 🏖️ Shoreline Waves Advancing wave and foam strips along coastlines. In-editor waypoint editing with Scene View handles Loop or open path support Adjustable strip width, subdivisions, and UV tiling Wave count, speed, width, and far fade Noise + Voronoi breakup for natural variation Night foam auto-dim Platforms Standalone (Windows, macOS, Linux) Mobile (iOS, Android) WebGL Requirements Unity 2022.3 LTS+ URP 14.0.12+ Input System package Shaders: HLSL/ShaderLab — water surface with depth-based color gradients, refraction via opaque texture, multi-layer normal blending, and noise-driven foam; shoreline waves with Voronoi breakup Physics: Rigidbody-based boat control with smooth acceleration, drag, and collision response Object Pooling: Ripples, splashes, and fish leap all use pre-allocated pools — zero runtime GC allocation Day/Night: Global _GlobalNightBlend shader keyword broadcast — water, foam, ripples, splashes, and fog auto-transition without per-component wiring Input: New Input System with inline InputAction bindings — no InputActions asset setup required; supports InputActionReference overrides for custom bindings Custom Inspectors: Foldout-based UI with SerializedObject proxy for sub-components; ShaderGUI with grouped sections for water and shoreline materials Scene View Tools: In-editor waypoint editing with handles for shoreline strip building

Stylized Wild Ocean · Unity Special effects · Preview 3Stylized Wild Ocean · Unity Special effects · Preview 4Stylized Wild Ocean · Unity Special effects · Preview 5Stylized Wild Ocean · Unity Special effects · Preview 6Stylized Wild Ocean · Unity Special effects · Preview 7Stylized Wild Ocean · Unity Special effects · Preview 8