KlingCorp
SYSTEM V1.0: SLOPE DETECTION ONLINE
FLOD

RIVERS THAT
THINK.

You define the course. FLOD calculates the rest. The slope-aware spline river system for Unity — with automatic waterfall detection, terrain carving, and Zero GC Allocations.

FLOD in-engine screenshot

In-engine captures

UNITY 2022.3+
SHADER GRAPH
URP SUPPORTED
ZERO
GC Allocations
0+
Core Components
2022.3+
Min Unity Version
Burst
Audio Compiled

System Capabilities

Beyond Simple Water Planes

FLOD isn't just a shader. It's a logic system that understands slope, velocity, terrain, and the physics of flowing water.

Slope-Aware Mesh

WaterSplineMeshGenerator bakes downhill steepness directly into vertex colors — R channel for flow speed, G channel for foam intensity.

Zero-Alloc Physics

FLODWaterCurrent provides multi-point buoyancy, downstream current forces, and automatic waterfall gravity — all with NonAlloc queries.

Dynamic Audio

RiverAudioManager runs nearest-point calculation on a Burst-compiled background thread, smoothly tracking the AudioListener along miles of winding river.

Terrain Carving

One-click editor tool automatically evaluates the river width at every spline step and carves a perfectly shaped riverbed into your Unity Terrain. Undo supported.

Cinematic Camera

FLODCinematicCamera orbits the spline endlessly. Choose tangent-following or target-tracking mode for polished trailers and demo scenes.

Wake & Debris

FLODWakeEmitter renders player displacement into a global wake texture. FLODDebrisSystem floats pooled props downstream with zero PhysX overhead.

{ } ; //

Simple API. Powerful Results.

Attach FLODWaterCurrent to any Rigidbody. Assign buoyancy points, subscribe to events, and FLOD handles the rest — current, buoyancy, and waterfall gravity.

  • Multi-Point BuoyancyAssign 4 corner Transforms to buoyancyPoints for realistic raft tilting.
  • Rich Event APIUnityEvents: OnEntityEnterWater and OnEntityExitWater.
using FLOD;

public class RaftController : MonoBehaviour
{
    public FLODWaterCurrent waterCurrent;
    public Transform[] buoyancyPoints;

    void Start()
    {
        // Assign buoyancy corners (e.g. raft corners)
        waterCurrent.buoyancyPoints = buoyancyPoints;

        // Subscribe to water entry event
        waterCurrent.OnEntityEnterWater
            .AddListener(HandleSplash);
    }
}

Ready to flow?

FLOD is coming to the Unity Asset Store.
One price, lifetime updates. No subscription.

Coming Soon
Standard License
TBA
  • All Core Systems (Mesh, Physics, Audio)
  • Terrain Carving Editor Tool
  • Complete C# Source Code
  • Demo Scene & Documentation
  • No subscription — single purchase
Notify Me at Launch

Requires Unity 2022.3 LTS or higher. Universal Render Pipeline (URP) supported.