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.
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.
SurfaceStrength
The wave texture gets tiled around the planet this many times. X = First layer. Y = Second layer. Z = Third layer. W = Fourth layer.
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.
This setting requires your SurfaceMaterial
to have the Displacement
setting enabled.
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?
This requires the SurfaceMaterial
to have the CAUSTICS
setting enabled.
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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