Tidal URP

Tidal Zones

Tidal Zones let you modify water behavior locally without creating another simulation. This is the preferred way to calm areas of water, blend transitions, or isolate effects in specific regions while still sharing a single TidalCompute.

Common uses
  • Calm water near shorelines or docks
  • Smooth transitions between areas (open water → protected region)
  • Modify the height of the water
  • Reduce wave strength inside lakes or indoor pools
  • Avoid running multiple FFT simulations

Zone Types

Damping

Damping zones reduce wave contribution locally. This is the recommended approach when you want calmer water without adding a second TidalCompute.

Height Modify (Experimental)

Add/subtract height to your water based on the texture values in the zone.

Where to edit

Component Location
  • Component: TidalZone
  • Scene: Create a zone GameObject and position/scale it in world space
  • Applies to: Filter by layer mask and/or explicit body list (depending on your setup)
Tip: The Scale of the TidalZone determines the size the zone modifies on the water.
Note: Ensure the Tidal Body you want effected is either in Affected Bodies or share the same layer as Affected Layer Mask

Tidal Painter

TidalPainter is the editor tool used to author zone influence quickly. Instead of hand-tuning many zones, you can paint influence in a more direct workflow.

Tip: If you’re adding zones purely for performance reasons, start by sharing a single TidalCompute across bodies and lowering FFT resolution first—zones are best for artistic control.