Build a flat ocean surface plane lying in the world X/Z plane (normal +Y) at y = 0, centered on origin. UVs span [0, 1] across the plane.
origin
The ocean animation is evaluated in world space, so this could equally be a set of tiled patches; this helper just provides a convenient single plane.
Build a flat ocean surface plane lying in the world X/Z plane (normal +Y) at y = 0, centered on
origin. UVs span [0, 1] across the plane.The ocean animation is evaluated in world space, so this could equally be a set of tiled patches; this helper just provides a convenient single plane.