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.
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.
Reflectance looking straight down (Fresnel F0); water is 0.02.
Screen-space refraction strength (0 = none).
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.
How water looks: colour, clarity, reflections, foam and ripples. Shared by oceans, lakes and rivers.