Ceto has now been depreciated and is no longer available. Ceto: Ocean System. Ceto brings advanced ocean effects to your game. From first person games where the ocean is just a back drop to fully interactive shipping simulations where the ocean is the focus of the application. Ceto has the ability to be customized to your needs. There is also a manual that can be downloaded here. Ceto requires a minimum of shader model 3 and is not recommended for mobile devices. Ceto does not work on some Android and iOS phones. Features - Open source. All scripts and shaders included. No DLL's or precompiled shaders used. - Ceto uses 5 shader key words. All can be removed if needed. - Edge fade around the shore line to provide soft edges where the ocean meets the terrain. - Caustics applied to all objects under the water automatically. No modification of the objects shader needed. All done cheaply via the ocean shader. - Uses a projected grid as the mesh to provide you with a infinite ocean plane while still retaining enough detail in the mesh for small scale waves. - Fast querying wave information (like wave height) at any location. - Wave generation is decoupled from the rendering. So If you need a server to just generate the wave data for buoyancy calculations and not render anything you can. - Wave generation using FFT. Option to run the FFT on the CPU using multi-threading or on the GPU. Allows the best performance options for your game needs. - Option for a range of spectrum types. Phillips, Unified or a mixture of the two. The choice of using between 1 to 4 grids for the wave textures. More grids means more detail but higher performance cost. Support for adding your own custom spectrums if required. - Ability to easily modify wave conditions in local areas using the overlay system. Mask out the waves near your shore lines, add foam trails to ships or clip away the ocean mesh for inland caves. - Ability to change waves conditions quickly. Go from calm to rough seas in a instant. - Uses Multi-threading for all performance intense operations. No blocking of the main thread. - Provides seamless transition from above to below the water with a underwater fog effect. - Uses a Custom BRDF lighting model so the ocean surface will look as realistic as possible. Note - The mesh resolution has been set to extreme on the image below which may not be practical for most systems. The projected grid as seen from the scene camera. Notice the mesh is only rendered where the cameras frustum is.