Colour of deep water: what you see where the bottom is out of sight.
Strength of the procedural ripple normals added on top of the waves.
Ripple wavelength, metres.
Ripple drift speed, m/s.
Environment reflected (an equirect or cube texture, prefiltered for you). null = the sky colours. Object input.
Multiplier on environment reflections.
Cells each lake surface extends past its shore, so it tucks under the banks.
Seconds per flow-map cycle on the rivers.
Surface speed (m/s) at a 1% slope; speed grows with √slope.
0 … 1 overall foam amount (shoreline, whitecaps and rapids).
Foam colour.
Water depth (metres) below which shoreline foam appears.
Sky colour reflected near the horizon when there is no environment.
Fastest flow, m/s.
Slowest flow, m/s (flat stretches still drift).
World position that is (0, 0, 0) in render space (floating origin).
Flow speed (m/s) where river rapids start foaming.
Reflectance looking straight down (Fresnel F0); water is 0.02.
Screen-space refraction strength (0 = none).
Also draw the hydrology rivers (as ribbons along their polylines, at their water surface).
Surface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.
Tint of light that crossed shallow water (#rrggbb).
Sky colour reflected near the zenith when there is no environment.
Multiplier on the sun's glint.
Light for the sun glint and daylight. null = the first DirectionalLight found in the scene. Object input.
Metres of water after which ~63% of the view through it is replaced by deepColor.
Wind ripples on the lakes (small Gerstner waves).
0 … 1 foam on the sharpest crests.
Every setting of Lakes. All optional on input; see LakesInput.