Milliseconds per frame spent building tiles, nearest first.
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 the water surface extends past the wet area, so it tucks under the banks.
Seconds per flow-map cycle. Longer = less visible reset, more stretching.
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.
Radius around the camera that has river meshes, metres. Nothing is built while the camera is higher than this.
Fastest flow, m/s.
Slowest flow, m/s (flat stretches still drift).
River channel strength (the world's river, 0 … 1) where water starts.
World position that is (0, 0, 0) in render space (floating origin).
Flow speed (m/s) where rapids start foaming.
Reflectance looking straight down (Fresnel F0); water is 0.02.
Screen-space refraction strength (0 = none).
Planets: distance (metres) from the tile frame's centre at which a new frame is centred on the camera.
Grid cells per tile side. Cell size = tileSize / resolution.
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.
Raises (or lowers) the water surface, metres.
Edge length of a streaming tile, metres.
Metres of water after which ~63% of the view through it is replaced by deepColor.
Every setting of Rivers. All optional on input.