Tidal URP

Tidal Body

TidalBody is the main scene component that represents a single water surface. It owns mesh generation (Ocean or Lake), references a shared TidalCompute, and coordinates subsystems such as zones, volumes, planar reflections, and underwater rendering.

Responsibilities

Area Description
Mesh Generation Creates either an infinite clipmap ocean or a bounded lake mesh.
Rendering Applies the assigned Tidal Surface material.
Simulation References a TidalCompute that drives FFT waves.
LOD Control Uses the viewer camera to position and scale LOD rings.
Subsystems Manages Zones, Volumes, Underwater, and Planar Reflection subsystems.
Queries Provides water height and normal queries to gameplay code.

Where to Edit

Component TidalBody
Inspector Section Mesh Settings (TidalMeshSharedSettings)

Mesh Settings

The settings below control how the water surface is generated and displayed. These options affect mesh density, LOD layout, and how the simulation is applied.

Property Description
Mesh Mode Ocean (infinite clipmap) or Lake (bounded surface).
Surface Material The Tidal Surface shader used for rendering.
TCompute FFT simulation container, typically shared across bodies.
Viewer Cam Camera used to calculate LOD positioning and scale.
Update Material Properties Synchronizes material values every frame.
Length Scale Controls world-space spacing of LOD rings.
Vertex Density Resolution of each LOD ring.
LOD Levels Number of LOD rings generated.
Note: Disabling Update Material Properties can save some CPU work, but may behave unexpectedly with planar reflections. If planar reflections are enabled, this is usually best left on.

Recommended Defaults

Goal Recommendation
General usage Share a single TidalCompute across all bodies.
Lower geometry density Reduce Vertex Density first.
Reduce far detail Lower the number of LOD Levels.
Smoother LOD transitions Increase Length Scale.
Tip: To create calmer regions without adding another simulation, use a Tidal Zone set to Damping instead of creating a second TidalCompute.