1. Introduction

Crest is a technically advanced ocean system for Unity.

It is architected for performance and makes heavy use of Level Of Detail (LOD) strategies and GPU acceleration for fast update and rendering. It is also highly flexible and allows any custom input to the water shape/foam/dynamic waves/etcetera, and has an intuitive and easy to use shape authoring interface.

This documentation is for Crest 4.13, and targets all rendering pipelines.

Assets

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Crest Ocean System URP

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Crest Ocean System HDRP


Sponsorship

Sponsor

Sponsor Wave Harmonic on GitHub Sponsors to increase development time on Crest.

Throughout the documentation, you will see sponsor admonitions like this one for features where only expanded funding can help cover development costs.