Tidal 2 URP
New in v2.0

Water Shading & Caustics

Deferred-style GBuffer shading and FFT-driven dynamic caustics.

Deferred-style water shading

Water shading moved from per-tile forward shading to a GBuffer + fullscreen composite. Geometry tiles write a compact water GBuffer (normal, foam, surface height, world UV); a single fullscreen pass then shades the entire surface once per pixel - overdraw-proof and consistent at every distance.

Dynamic caustics

Real light-transport caustics driven by the live FFT surface - no scrolling textures. Each frame a grid of sun rays refracts through the actual FFT wave derivatives over one wave period; ray landing density forms the caustic pattern, which repeats to the horizon at near-zero cost.

Note: The bake shaders (caustics, zone bake, physics field) must be in Project Settings → Graphics → Always Included Shaders, or they will be stripped from builds. Run the Validator (Window → Tidal 2 → Validator) - it checks this for you.