A procedural ocean based off of a real life ocean spectrum. The heightmap & normals are all calculated within compute shaders, so the performance is mostly impacted by how many vertices you put into the mesh (i didn't have time to add lod or tessellation). The lighting is also a little fucky wucky, but its fun to play around with the spectrum settings.

To use, create an empty component, add the "Ocean" component, and then add the Sun object to the Ocean (any object with a DirectionalLight component will work). It should have some workable default settings. The library also includes an example scene.