Tidal URP

SDF Volumes

SDF (Signed Distance Field) Volumes allow Tidal to interact with complex geometry such as boats, ships, and irregular structures. They provide the highest accuracy at the cost of additional setup.

When to Use SDF Volumes
  • Boat hulls and ships
  • Irregular or concave geometry
  • Accurate water displacement and buoyancy

Where to Find Them

  • Component: TidalVolumeSDF
  • Attached to: A mesh-based GameObject
  • Requires: GPU SDF baking support

SDF Baking

SDF volumes require a baked distance field representation of the mesh. This is currently generated using Unity’s Visual Effect Graph SDF baker.

Dependency: Visual Effect Graph must be installed to bake SDFs. Restart Unity after installation.
Limitation: Tidal Bodies limit 20 unique SDFs at a time currently per Tidal Body

Performance Considerations

While SDF volumes are more expensive than analytic volumes, they are still evaluated on the GPU and scale well when used correctly.

Future: A built-in SDF baker is planned, removing the Visual Effect Graph dependency.