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Technical & 3D Art
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A compact, highly performant ocean system built for Overboard. Built in Unity, it can handle hundreds of bouyant objects at once, displaces via compute shaders, and is highly customizable for different visuals, and displacement patterns.

Ocean Sim, Bouyancy, Shaders
Bouyancy System
Bouyancy Script queries gerstner wave position logic to simulate floating objects. Optimized to bypass render texture and just run core logic with current time and obj position. Objects are fully interactable and physically based.
C#
Physics
Gerstner Waves


Bouyancy System
Shader was built to match simple flat color style of Overboard, meant to stay simple and performant, while maintaining dynamic parameters that allow each map to feel unique. Shader handles foam thresholding by wave height, a depth-based color gradient, and parameters are exposed as material properties — fully tweakable at runtime.
Fragment Shader
Foam
Material Properties
Gerstner Wave Displacement
Gerstner Wave functions are run for 5 parametric waves to generate a consistent, believable, and high-performance ocean. This allows physics-driven objects and buoyancy controllers to track the water surface seamlessly in real-time without introducing heavy frame-rate stutters.
C#
Physics
Gerstner Waves

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