Tidal 2 URP
Cross-sections new in v2.0

Tidal Volumes

Carve water away, contain water, and cut pixel-exact cross-sections.

Volumes control where water exists relative to a 3D region. Each volume lives on its own GameObject and either carves water out of its shape or contains water only inside it. They also drive v2.0's pixel-exact underwater cross-sections - aquarium walls, submarine windows, and pool cut-aways.

What volumes do

EXCLUDE - carve water out
  • Water is removed inside the volume.
  • Use for submarine interiors, rooms below the waterline, dry docks, and moon pools.
INCLUDE - water only inside
  • Water exists only within the volume.
  • Use for aquariums, pools above ground, and tanks.

Creating a volume

Create volumes from the GameObject menu: GameObject → Tidal 2 → Volume → Cube | Sphere | Cylinder | SDF (Mesh). New volumes default to EXCLUDE, ClipVisual = None, a transform scale of ×3, and an Affected Layer Mask set to the Water layer. Cube, Sphere, and Cylinder are analytic volumes; SDF (Mesh) is an SDF volume.

Shared settings

SettingWhat it does
Flags EXCLUDE carves water out of the volume (submarine interiors, rooms below the waterline, dry docks). INCLUDE makes water exist only inside the volume (aquariums, above-ground pools, tanks).
Feather Softens and insets the clip boundary. The cross-section mask automatically accounts for the feather so cut faces stay aligned.
ClipVisual What the volume does visually: None, full clipping, or Underwater Mask (the cross-section cut-away, see below).
Affected Layer Mask / Affected Bodies Which bodies the volume applies to (by layer, by explicit list, or both).
Cross Section Scale Per-volume fine-tune of the cross-section look.
Note: Make sure the body you want affected is either in the volume's Affected Bodies list or shares a layer with its Affected Layer Mask.

Dry cavities

When the camera sits inside an EXCLUDE volume's carved void below the waterline, that void stays dry: the underwater fog switches off (no fog pop), while the surrounding water shows through the cavity's cut faces. Combined with the Underwater Mask visual, this produces the submarine / underwater-room interior look.

Underwater Mask cross-sections

With ClipVisual = Underwater Mask, the water column behind the volume's below-water cut faces renders as if the camera were submerged, starting exactly at the face - an aquarium-glass view straight into the water. Since v2.0 the mask is pixel-exact:

Pixel-exact masks
  • Analytic volumes resolve by a closed-form fullscreen ray-intersection - no proxy meshes.
  • The cut face fits the water edge at any shape, scale, feather, or LOD, including while the volume moves.
  • SDF volumes rasterize their renderer mesh for the same purpose.
Rules & limits
  • Maximum 8 analytic mask volumes on screen at once.
  • Off-screen mask volumes are frustum-culled on the CPU and cost nothing.
  • The pass is gated by the body's Volume Masks setting / renderer default; the editor warns on both the volume and the body when a mask can't render.
  • Works from above water, from below, at partial submergence, and with the camera inside the volume.

Volume types