← All work PRJ_05 — Rendering / Simulation · 2026 Experimental — WIP

WEBGPU
OCEAN

The same browser-run WebGPU water, pushed from a contained pool out to open-ocean and breaking-shore scale — spectral swell, depth-driven surf and foam, and a full underwater pass with god rays and depth fog.

Heads up — this is an experimental testbed for the coastline / foam pipeline, not the finished product. The polished, advertised WebGPU water is the Unity6 WebGPU Water pool demo. Expect rough edges: it's a moving target that changes build to build.
// live demo — runs in your browser via Unity 6 WebGPU

Drag to look around · move toward the shore to watch the waves break. Needs a WebGPU browser (Chrome / Edge, Safari 26+, or latest Firefox) — if the frame stays black, open it fullscreen ↗.

// open sea — wind-driven swell, whitecaps and a hazing horizon
WebGPU Ocean — open sea with wind-driven swell, scattered whitecaps and a distant hazing horizon
// the surf zone and the world below
WebGPU Ocean — waves steepening over the rising seabed and breaking into whitewater foam that washes up the beach slope
WebGPU Ocean — underwater view lit by refracted god rays and caustics fading into blue depth fog above the seabed
Role
Solo dev
Built with
Unity 6 · URP · C# · HLSL
Type
Rendering / Sim · Experimental
Year
2026
// overview

An experimental offshoot of the WebGPU Water project — the same Unity 6 / URP renderer running in the browser via WebGPU, but scaled up from a contained pool to a whole coastline. Where the pool is a 256² interactive heightfield, this build layers a large-scale spectral swell for the open sea, a depth-driven breaking-surf and foam system at the shore, and a full underwater pass with light shafts and depth fog.

Three regimes share one body of water: the open sea — wind-driven swell, scattered whitecaps and a hazing horizon; the surf zone, where the seabed rises, waves steepen and break into whitewater that washes up the beach; and the world below the surface, lit by refracted god rays and caustics that fade into blue depth fog.

// what's in this build
  • Large-scale spectral swellOPEN SEA
  • Wind-driven whitecaps & sparkleCRESTS
  • Depth-driven breaking surfSHORE
  • Whitewash foam + beach swashFOAM
  • Underwater god rays & causticsVOLUME
  • Runs in-browser via WebGPUWEB
// how it relates to the pool demo
  • Same URP / WebGPU rendererSHARED
  • Pool → open-ocean scaleSCALE
  • Spectral swell over heightfieldWAVES
  • Beer–Lambert depth fog carried overDEPTH
  • New: shoreline surf pipelineSURF
  • New: whitewater foam & swashFOAM
  • New: underwater volume passBELOW
  • Status: work in progressWIP