Crest Ocean System URP
All Particles Tools

Crest Ocean System URP

Description

Crest Ocean System URP There are no plans to support Unity 2023 or later at this stage. A new asset is being developed instead.

Features

All proceeds are invested back into new features to add to our growing list:

Simulated light transport including reflection, refraction, scattering, caustics approximation, shadowing
Wavey water with innovative ‘equalizer’ style wave authoring. Both FFT and Gerstner approaches supported
Query water displacement using GPU or CPU
Dynamic wave simulation (‘ripple sim’) for dynamic object-water interaction including boat wakes
Innovative ‘wave spline’ tech to give detailed control over water simulation including rivers, lakes and shorelines
Shallow water – light scattering and wave attenuation
Apply colour onto ocean surface similar to decals
Foam simulated from waves and shorelines
Manipulate ocean data (like foam) using mesh, trail, line and particle renderers.
Underwater effect with partial submersion and meniscus
Water volumes which can restrict rendering of both surface and underwater to a given geometry (eg sphere of water)
Shader Graph nodes for applying underwater to transparent objects
Flow to enable horizontal motion of water volume
Physics interface with simplistic buoyancy implementations and support for

Technical details

Crest primarily focuses on PC and console platforms, while also offering potential functionality on mobile devices. Its design emphasizes robustness, adaptability, and scalability, rather than a minimalistic or specialized approach solely aimed at maximizing performance.

Crest does not support OpenGL or WebGL. Quest 2 requires Vulkan.

Crest is targeted towards projects that require an advanced water simulation. This may not be the most suitable product for mobile games or for developers that need a very simple drop-in solution which does not require configuration.

Crest’s support for rendering multiple cameras simultaneously is limited. This limitation becomes apparent in scenarios like split-screen multiplayer, where the LOD detail centers around a single position, usually the main camera.

The Crest code contains MIT-licensed code. The copyright notices are specified in the included file ThirdPartyNotices.md.

Disclaimer:

Please note that we intend these files for learning purposes or as a trial before purchasing the full commercial version. Using these assets for commercial purposes without proper licensing is strictly prohibited.

Check Unity Asset Store For more info: https: https://assetstore.unity.com/packages/tools/particles-effects/crest-ocean-system-urp-141674

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