← 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, dry-region exclusion volumes, self-contained floating chunks, 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 · the dry box punched through the surface is an exclusion volume. 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
// dry regions — an exclusion volume carves the surface, water walls close the cut
WebGPU Ocean — a box-shaped exclusion volume seen from above: the ocean surface is discarded inside the region and shaded water walls step down the cut, leaving a dry pit in the open sea
WebGPU Ocean — the cut seen from inside the dry region: the exclusion wall reads as a solid slab of water rather than a hole, with crates suspended in the body beyond it
// a finite body of water in dry air, and what an impact does to the surface
WebGPU Ocean — a water chunk: a self-contained rounded body of water floating in dry air above the sea, with its own wavy top surface, a meniscus at the waterline and a submerged cube visible through the shell
WebGPU Ocean — an impact throwing up a column of splash particles and droplet spray, ringed by whitewater foam spreading out over the swell
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. Impacts throw up splash particles and droplet spray that settle back into foam.

Two newer systems break the water out of its own footprint. Exclusion volumes mark regions where the surface must not render — a hull interior, a room below sea level, a diving bell — carved from an analytic box or sphere, or from the real silhouette of an arbitrary mesh through a depth prepass; water walls close the cut so it reads as a solid slab of water rather than a hole. The carve is purely visual: buoyancy, physics and the ripple sim are untouched, so a hull still floats and still cuts a wake.

A chunk goes the other way — the same water body becomes a self-contained finite volume floating in dry air, box, sphere or arbitrary closed mesh, with its own fill level, a meniscus at the waterline, and its own refraction, reflectivity and god-ray shafts marched through the submerged column.

// what's in this build
  • Large-scale spectral swellOPEN SEA
  • Wind-driven whitecaps & sparkleCRESTS
  • Depth-driven breaking surfSHORE
  • Whitewash foam + beach swashFOAM
  • Splash & droplet spray on impactIMPACT
  • Dry-region exclusion volumesCARVE
  • Water walls on the cut faceWALLS
  • Self-contained floating chunksCHUNK
  • 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: exclusion volumes & wallsCARVE
  • New: chunks — water in dry airCHUNK
  • New: underwater volume passBELOW
  • Status: work in progressWIP