SgtOcean

Material

The material used to render the fluid surface.

This must use the SGT/OceanSurface or SGT/OceanSurfaceSimple shader.

Shader Settings

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 / Tiling

How often the caustics texture tiles along the ocean bed.

WAVES

If you enable this then the ocean surface will have animated waves.

WAVES / Range

This allows you to control the world space distance the waves can be seen from to improve performance.

WAVES / Epsilon

This allows you to control how precise the wave surface must be. Higher values make it render faster, but with less visual quality.

DETAIL

If you enable this then a detail map will be applied to the ocean surface.

DETAIL / Texture (G)

The detail texture for the ocean surface.

DETAIL / Tiling

The detail texture will be tiled this many times.

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 texture mask. R = distant shore in ocean, G = medium distance shore, B = close shore at beach.

SHORE / Tiling

The shore texture will be tiled this many times.

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 SSR

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 SSR / Fresnel

This allows you to control how steep the view angle must be for the reflections to appear.

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.

SurfaceDensity

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

SurfaceSmoothness

The PBR smoothness of the surface material.

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.

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).

Waves Texture

The waves normal map texture.

Waves Offset

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

WavesScale

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

WavesSpeed

The speed of the wave animation.

WavesDisplacement

The waves will displace the ocean mesh by this distance.

RipplesScale

The size of the shore and detail textures in world space.

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.

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.

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