Hello, recently I've been working on a water system for rendering fluid simulation in Unity. Currently, work is under way to simulate and render the ocean near the coastline. The fluid simulation itself is performed using the particle-in-cell method, then this module uses the saved data (fluid surface and particles) for rendering. The video below shows a simple example of simulating the surf zone (5 second loop). For better quality watch in 4k. There are obvious flaws in the video (development is in progress), but it gives the general idea. It is planned that this module will require about 512 MB of video memory. For each type of shoreline, 50-200 MB of disk space is required. If there are 20 different types of shoreline in a game, it will require 1-4 GB of disk space depending on the complexity of the flow. Now, work is underway to create a library of different types of shoreline, combining which (manually or procedurally) the game level is created. By type of shore is meant a geometry that affects the behavior of the fluid near the shoreline. Color, texture, the presence of additional objects, whose difference in geometry does not affect the flow, can be arbitrary. The shoreline will be constructed in two stages: 1. Drawing a spline; 2. Filling the shoreline with different types of shore along the spline (for example sandy beach, rock, pier, shipwreck, seawall, …).