SgtOcean
Material
The material used to render the fluid surface.
This must use the SGT/OceanSurface or SGT/OceanSurfaceSimple shader.
Shader Settings
REFRACTION
Enable this setting to see underlying sky/terrain through the water surface.
In the Built-in render pipeline, this requires your main camera to have the CameraOpaqueTextureBIRP component attached.
In the Universal render pipeline (URP), this requires your graphics pipeline asset to have the Opaque Texture setting to be enabled.
REFRACTION / Distance
The world space distance the refraction will be based on.
LIGHTING
Enable this if you want the ocean to have lighting.
CLOUDS
If your ocean is being rendered with clouds, you can enable this so cloud shadows cast on the ocean surface.
CAUSTICS
If you enable this then a caustics effect will be applied to terrain and objects underwater.
CAUSTICS / Texture (R)
The tiling 3D texture for the caustics effect.
CAUSTICS / Top Sharpness
How quickly the caustics effect transitions in from the ocean surface.
CAUSTICS / Bottom Sharpness
How quickly the caustics effect fades out in deeper water.
CAUSTICS / Speed
The speed of the caustics animation.
CAUSTICS / Brightness
The brightness multiplier of the caustics.
SHORE
If you enable this then a fast shoreline rendering effect will be applied. Keep in mind this is an approximation that uses the scene depth texture, which can break for very steep cliffs going into the ocean.
SHORE / Texture (RGB)
The shore foam texture masks. These are stacked on top of each other based on distance to the shore, to gradually increase the foam coverage. R = distant shore in ocean, G = medium distance shore, B = close shore at beach.
SHORE / Color
The shore color.
SHORE / Distance
The world space distance the camera must be within for the shore effect to appear.
SHORE / Width
This allows you to control how far into the ocean the shore effect reaches.
SHORE / Bias
This allows you to control how the shore width changed with camera angle to counteract depth issues.
FAST REFLECTIONS
If you enable this then fast screen space reflections will be added to the ocean surface. Keep in mind this is an approximation that looks best with distant terrain.
FAST REFLECTIONS / Error Threshold
This allows you to control how high reflected objects like mountains can be. The higher they are, the more reflection error there can be, so they require a higher error threshold to appear.
SUBSURFACE SCATTERING
If you enable this then sunlight will scatter through waves, causing the wave crests to glow. This effect is strongest when the sun is at a shallow angle, but reduces at sunrise/sunset.
Sky
The sky rendered with the ocean.
Radius
The radius of the ocean in local space.
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.
Observer
The LOD will be based on these transform positions.
None/null = The Camera with the MainCamera tag will be used.
CameraOffset
This allows you to offset the camera distance in world space when rendering the ocean, giving fine control over the render order.
SurfaceColor
The color of the fluid when viewed from above the surface.
Surface Scattering
The color of the sub surface scattering. Alpha controls strength.
SurfaceDensity
The density of the water when viewed from above the surface.
SurfaceSmoothness
The PBR smoothness of the surface material.
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).
WavesAmplitude
The maximum +- height displacement of the waves in meters.
WavesSteepness
The steepness of the waves.
WavesSpeed
The animation speed of the waves.
WavesQuality
The amount of combined wave layers.
WindDirection
The direction of the wind in world space.
WindSpeed
The speed of the wind in meters.
ShoreScale
The size of the shore texture in world space.
ShoreSpeed
The animation speed of the shore.
Ripples
Apply small ripple details to the ocean surface?
RipplesTexture
The dual normal map texture for ripples.
RG = 0..1 NormalA.xy
BA = 0..1 NormalB.xy
RipplesScale
The size of the shore and detail textures in world space.
RipplesSpeed
The animation speed of the ripples.
RipplesStrength
The ripples texture strength will be multiplied by this.
Fade
Should the ocean mesh fade out based on camera distance? This will also introduce the Deep settings to reveal the ocean floor a little.
This requires the SurfaceMaterial to have the FADE setting enabled.
FadeDistance
The ocean will completely disappear at this distance in world space.
FadeDeepDistance
The deep ocean surface effect will be fully revealed at this distance in world space.
FadeDeepDensity
The deep ocean surface effect will have this density.
CausticsLight
The light source for the caustics.
This requires the SurfaceMaterial to have the CAUSTICS setting enabled.
CausticsScale
The size of the caustics texture in world space.
CausticsSpeed
The animation speed of the caustics.
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