Beschreibung
KeraFlow brings living coastlines to Unreal Engine. Waves are built from your actual terrain: they shoal as the water gets shallow, bend toward the coast, curl into rolling breakers, throw spray off their lips and run up the beach before draining back. No flow maps to paint, no splines to draw for the sea. Drop the ocean into your level, set the water height and press Play.
Everything heavy runs in compute shaders on the GPU, so the CPU stays free for your game.
Video Tutorial
🌊 Shore waves that read your terrain
Swell grows as it shoals, refracts toward the coast and arrives in sets
Crests steepen, curl into a C-shaped lip, plunge and collapse into white water
Swash runs up the sand and drains back with a natural backwash
Crests break up along their length, so no two waves look alike
Tune it like a surfer would: wave period, travel speed and steepness
💨 Crest spray
Mist sheets and droplet streaks thrown off every breaking wave
Placed exactly on the drawn lip, with more spray where waves roll and plunge
Fully adjustable amount, size, throw speed and tilt
🌐 FFT open ocean
Real wind-sea spectrum (Tessendorf), three cascades, no visible tiling
Wind speed, direction, fetch, choppiness and whitecaps
Blends seamlessly into the simulated shore waves
Runs in the editor, so you can tune the sea without pressing Play
🏞️ Lakes & rivers
Lakes fill any basin at their own level: just place the actor and move it up or down
Rivers follow a spline down your terrain, speed up on slopes, flow around rocks and carry foam
River mouths push a plume into the sea or a lake, and calm the waves around them
🎨 Look & feel
Depth-based colour: clear sandy shallows to deep blue-green water
Dense moving foam with anti-tiling, stretched along the flow
Underwater post process that follows the waves at the camera
Caustics projected onto the seabed, focused by the real waves
Wet sand and footprints on your landscape (example material included)
🧪 Water tint volumes
Colour water inside a sphere: dye, silt, blood, toxic spills
Follows the real wave surface, drifts with a current and swirls
Optional shape mask; works from above and from underwater
🏊 Gameplay
Swimming: characters wade, swim, dive and drift with currents (reparent your character, no code needed)
Buoyancy: boats, crates and logs float on the real waves and drift with currents
Water exclusion: keep the water out of boat hulls and submarines (concave shapes too)
Interaction: characters and boats leave ripples, bow wakes, footprints and wet sand
Blueprint water queries (surface height, normal, depth) for your own gameplay
⚙️ Built for production
Endless water: the simulation follows the player, and a clipmap surface reaches the horizon
Global quality presets for your graphics settings menu
Niagara data interface to use the simulation in your own effects
Save and load your tuned settings as JSON
36-page PDF documentation included
Technical details:
Supported engine versions5.4, 5.5, 5.6, 5.7, 5.8
Supported platformsWindows (Win64)
RHIDirectX 12 (SM6) or Vulkan (compute shaders required)
Code modulesKeraFlow (Runtime)
Blueprints5 ready-to-use actors: Ocean, Lake, River, Tint Volume, Water Exclusion
Dependencies:Niagara, Compute Framework (enabled automatically)
Documentation:Included (PDF, 26 chapters)
Project setting
Custom Depth-Stencil Pass enabled (the engine default)




