SgtOcean

Radius

The radius of the ocean.

Detail

The overall detail of the ocean relative to the camera distance. The higher you set this, the more triangles it will have.

CloudShadow

If you want cloud shadows to appear on the surface of the ocean, specify them here.

Observers

The LOD will be based on these transform positions.

None/null = The GameObject with the MainCamera tag will be used.

SurfaceMaterial

The material used to render the fluid surface. NOTE: This must use the SGT/OceanSurface shader.

SurfaceColor

The color of the fluid when viewed from above the surface.

SurfaceDensity

The density of the water when viewed from above the surface.

SurfaceMinimumOpacity

The minimum opacity of the water when viewed from above the surface.

SurfaceSmoothness

The PBR smoothness of the surface material.

SurfaceTexture

The waves normal map texture.

SurfaceTiling

The wave texture gets tiled around the planet this many times. X = First layer. Y = Second layer. Z = Third layer. W = Fourth layer. NOTE: The SurfaceMaterial has the Layers setting, which allows you to choose how many are used.

SurfaceRange

The wave texture gets tiled around the planet this many times. X = First layer. Y = Second layer. Z = Third layer. W = Fourth layer.

The SurfaceMaterial has the Layers setting, which allows you to choose how many are used.

SurfaceStrength

The wave texture gets tiled around the planet this many times. X = First layer. Y = Second layer. Z = Third layer. W = Fourth layer.

The SurfaceMaterial has the Layers setting, which allows you to choose how many are used.

UnderwaterColor

The color of the water when viewed from below the surface.

UnderwaterExtinction

The UnderwaterColor will fade out using these values. X = Red Extinction. Y = Green Extinction. Z = Blue Extinction. W = RGB Multiplier.

UnderwaterExtinctionRange

The extinction amount will be calculated at this distance from the camera.

UnderwaterDensity

The density of the water when viewed from under the surface.

UnderwaterMinimumOpacity

The minimum opacity of the water when viewed from under the surface.

UnderwaterLightingSharpness

The sharpness of the underwater lighting.

UnderwaterShadowRange

The distance from the camera the cloud shadow calculations will use. This should approximately be the underwater fog distance (4.6 × density).

WavesTexture

The waves normal map texture.

WavesOffset

The texture used to break up the tiling of the wave animation. This should be a Red seamless texture.

WavesSpeed

The waves texture will animate at this speed.

WavesTiling

The wave texture gets tiled around the planet this many times.

WavesDisplacement

The waves will displace the ocean mesh by this distance.

RipplesTiling

The ripple texture is tiled this many times relative to the WavesTiling value.

RipplesStrength

The ripples texture strength will be multiplied by this.

Caustics

Render underwater caustics effects?

CausticsTexture

If you want the ocean to apply caustics to the underlying geometry, specify it here.

Displays as Texture in the inspector. Only visible when caustics is enabled.

CausticsLight

The light source for the caustics.

Displays as Lights in the inspector. Only visible when caustics is enabled.

CausticsSpeed

The caustics texture will animate at this speed.

Displays as Speed in the inspector. Only visible when caustics is enabled.

CausticsTiling

The caustics texture will be tiled this many times around the planet.

Displays as Tiling in the inspector. Only visible when caustics is enabled.

CausticsOpacity

The caustics texture will be fade in/out by this amount.

Displays as Opacity in the inspector. Only visible when caustics is enabled.

CausticsPower

The caustics texture smoothness/sharpness.

Displays as Power in the inspector. Only visible when caustics is enabled.

CausticsMaxDepth

This allows you to control how deep below the surface caustics can reach.

Displays as Max Depth in the inspector. Only visible when caustics is enabled.

CausticsSurfaceSharpness

This allows you to control how quickly caustics fade in based on ocean depth.

Displays as Surface Sharpness in the inspector. Only visible when caustics is enabled.

CausticsDeepSharpness

This allows you to control how quickly caustics fade out based on ocean depth.

Displays as Deep Sharpness in the inspector. Only visible when caustics is enabled.

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