Add Component ‣ Crest ‣ System ‣ Crest Water Renderer

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The main script for the water system.

Attach this to an object to create water. This script initializes the various data types and systems and moves/scales the water based on the viewpoint. It also hosts a number of global settings that can be tweaked here.

Properties

General

Camera

The camera which drives the water data.

Setting this is optional. Defaults to the main camera.

Time Provider

Optional provider for time.

Can be used to hard-code time for automation, or provide server time. Defaults to local Unity time.

Environment

Wind Zone

Uses a provided WindZone as the source of global wind.

It must be directional. Wind speed units are presumed to be in m/s.

Override Wind Zone Wind Speed

Whether to override the given wind zone’s wind speed.

Wind Speed

Base wind speed in km/h.

Controls wave conditions. Can be overridden on Shape* components.

Override Wind Zone Wind Direction

Whether to override the given wind zone’s wind direction.

Wind Direction

Base wind direction in degrees.

Controls wave conditions. Can be overridden on Shape* components.

Override Wind Zone Wind Turbulence

Whether to override the given wind zone’s wind turbulence.

Wind Turbulence

Base wind turbulence.

Controls wave conditions. Can be overridden on ShapeFFT components.

Override Gravity

Provide your own gravity value instead of Physics.gravity.

Gravity

Gravity for all wave calculations.

Gravity Multiplier

Multiplier for physics gravity.

Primary Light

The primary light that affects the water.

Setting this is optional. This should be a directional light. Defaults to RenderSettings.sun.

Rendering

Injection Point

When in the render pipeline the water is rendered.

Default is the old behavior which is controlled by Unity.

Before Transparency has advantages like being compatible with soft particles, refractive shaders, and possibly third-party atmospheric fog.

    Default

Renders in the default pass.

For the water surface, this will be determined by the material (opaque or transparent). This pass is controlled by Unity, and is not compatible with certain features like soft particles.

For the water volume, this will be after transparency.

    Before Transparent

Renders before the transparent pass.

This has advantages like being compatible with soft particles, refractive shaders, and possibly third-party fog.

Color Texture

Whether to write the water surface color to the color/opaque texture.

This is likely only beneficial if the water injection point is before transparency, and there are shaders which need it (like refraction).

Depth Texture

Whether to write the water surface depth to the depth texture.

The water surface writes to the depth buffer, but Unity does not copy it to the depth texture for post-processing effects like Depth of Field (or refraction). This will copy the depth buffer to the depth texture.

If the water injection point is in the transparent pass, be wary that it will include all transparent objects that write to depth. Furthermore, other third parties may already be doing this, and we do not check whether it is necessary to copy or not.

This feature has a considerable overhead if using the built-in render pipeline, as it requires rendering the surface depth another time.

Motion Vectors

Whether to enable motion vector support.

Override Render HDR

Whether to override the automatic detection of frame buffer HDR rendering (BIRP only).

Rendering using HDR formats is optional, but there is no way for us to determine if HDR rendering is enabled in the Graphics Settings. We make an educated based on which platform is the target. If you see rendering issues, try disabling this.

This has nothing to do with having an HDR monitor.

Render HDR

Force HDR format usage (BIRP only).

If enabled, we assume the frame buffer is an HDR format, otherwise an LDR format.

Surface

The water surface renderer.

Enabled

Whether the underwater effect is enabled.

Allocates/releases resources if state has changed.

Layer

The water chunk renderers will have this layer.

Mesh

The meshing solution for the water surface.

    Chunks

Chunks implemented as a clip-map.

    Quad

A single quad.

Optimal for demanding platforms like mobile. Displacement will only contribute to normals.

    Custom

Custom geometry only.

Use Mesh Renderers with Custom Mesh enabled on the surface material.

Do note that the other mesh types also support custom geometry, but the difference is that this type only supports custom geometry.

Chunk Template

Template for water chunks as a prefab.

The only requirements are that the prefab must contain a MeshRenderer at the root and not a MeshFilter or WaterChunkRenderer. MR values will be overwritten where necessary and the prefabs are linked in edit mode.

Support Custom Renderers

Whether to support using the surface material with other renderers.

Also requires enabling Custom Mesh on the material.

Material

Material to use for the water surface.

Volume Material

Underwater will copy from this material if set.

Useful for overriding properties for the underwater effect. To see what properties can be overridden, see the disabled properties on the underwater material. This does not affect the surface.

Cast Shadows

Have the water surface cast shadows for albedo (both foam and custom).

Culling

Time Slice Bounds Update Frame Count

How many frames to distribute the chunk bounds calculation.

The chunk bounds are calculated per frame to ensure culling is correct when using inputs that affect displacement. Some performance can be saved by distributing the load over several frames. The higher the frames, the longer it will take - lowest being instant.

Advanced

Camera Exclusions

Rules to exclude cameras from surface rendering.

These are exclusion rules, so for all cameras, select Nothing. These rules are applied on top of the Layer rules.

    Nothing

No exclusion rules applied.

    Hidden

Exclude hidden cameras.

Does not affect reflection cameras, as they are typically always hidden. Use the Reflection flag for them.

    Reflection

Exclude reflection cameras.

    Non Main Camera

Exclude cameras not tagged as MainCamera.

    Everything

Apply all exclusion rules.

Surface Self Intersection Fix Mode

How to handle self-intersections of the water surface.

They can be caused by choppy waves which can cause a flipped underwater effect. When not using the portals/volumes, this fix is only applied when within 2 meters of the water surface. Automatic will disable the fix if portals/volumes are used which is the recommend setting.

    Off

Uses VFACE/IsFrontFace.

    Force Below Water

Force entire water surface to render as below water.

    Force Above Water

Force entire water surface to render as above water.

    On

Force entire water surface to render as above or below water if beyond a distance from surface, otherwise use mask/facing.

    Automatic

Force entire water surface to render as above or below water if beyond a distance from surface (except in special circumstances like Portals).

Allow Render Queue Sorting

Whether to allow sorting using the render queue.

If you need to change the minor part of the render queue (eg +100), then enable this option. As a side effect, it will also disable the front-to-back rendering optimization for Crest. This option does not affect changing the major part of the render queue (eg AlphaTest, Transparent), as that is always allowed.

Render queue sorting is required for some third-party integrations.

Level of Detail

Scale

The scale the water can be (infinity for no maximum).

Water is scaled horizontally with viewer height, to keep the meshing suitable for elevated viewpoints. This sets the minimum and maximum the water will be scaled. Low minimum values give lots of detail, but will limit the horizontal extents of the water detail. Increasing the minimum value can be a great performance saving for mobile as it will reduce draw calls.

Drop Detail Height Based On Waves

Drops the height for maximum water detail based on waves.

This means if there are big waves, max detail level is reached at a lower height, which can help visual range when there are very large waves and camera is at sea level.

Levels

Number of levels of details (chunks, scales etc) to generate.

The horizontal range of the water surface doubles for each added LOD, while GPU processing time increases linearly. The higher the number, the further out detail will be. Furthermore, the higher the count, the more larger wavelengths can be filtering in queries.

Resolution

The resolution of the various water LOD data.

This includes mesh density, displacement textures, foam data, dynamic wave simulation, etc. Sets the ‘detail’ present in the water - larger values give more detail at increased run-time expense. This value can be overridden per LOD in their respective settings except for Animated Waves which is tied to this value.

Geometry Down Sample Factor

How much of the water shape gets tessellated by geometry.

For example, if set to four, every geometry quad will span 4x4 LOD data texels. a value of 2 will generate one vert per 2x2 LOD data texels. A value of 1 means a vert is generated for every LOD data texel. Larger values give lower fidelity surface shape with higher performance.

Extents Size Multiplier

Applied to the extents’ far vertices to make them larger.

Increase if the extents do not reach the horizon or you see the underwater effect at the horizon.

Center of Detail

Multiple Viewpoints

Whether to support multiple center-of-detail (per camera).

Viewpoint

The viewpoint which drives the water detail - the center of the LOD system.

Setting this is optional. Defaults to the camera.

Camera Exclusions

Rules to exclude cameras from being a center-of-detail.

These are exclusion rules, so for all cameras, select Nothing.

    Nothing

No exclusion rules applied.

    Hidden

Exclude hidden cameras.

Does not affect reflection cameras, as they are typically always hidden. Use the Reflection flag for them.

    Reflection

Exclude reflection cameras.

    Non Main Camera

Exclude cameras not tagged as MainCamera.

    Everything

Apply all exclusion rules.

Data Background Mode

The background rendering mode when a camera does not render.

When switching between multiple cameras, simulations will not progress for cameras which do not render for that frame. This setting tells the system when it should continue to progress the simulations.

    Always

Always progress simulations in the background when camera does not render.

    Inactive

Progress simulations in the background when camera is inactive (ie !isActiveAndEnabled).

    Disabled

Progress simulations in the background when camera is disabled (ie !enabled).

    Never

Never progress simulations in the background.

Displacement Correction

Keep the center of detail from drifting from the viewpoint.

Large horizontal displacement can displace the center of detail. This uses queries to keep the center of detail aligned.

Sample Terrain Height For Scale

Also checks terrain height when determining the scale.

The scale is changed based on the viewer’s height above the water surface. This can be a problem with varied water level, as the viewer may not be directly over the higher water level leading to a height difference, and thus incorrect scale.

Force Scale Change Smoothing

Forces smoothing for scale changes.

When water level varies, smoothing scale change can prevent pops when the viewer’s height above water sharply changes. Smoothing is disabled when terrain sampling is enabled or the water level simulation is disabled.

Teleport Threshold

The distance threshold for when the viewer has considered to have teleported.

This is used to prevent popping, and for prewarming simulations. Threshold is in Unity units.

Simulations

Animated Waves

All waves (including Dynamic Waves) are written to this simulation.

Related: Animated Waves

Enabled

Whether the simulation is enabled.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Query Source

Where to obtain water data on CPU for physics / gameplay.

    None

No query source.

    GPU

Uses AsyncGPUReadback to retrieve data from GPU to CPU.

This is the most optimal approach.

    CPU

Computes data entirely on the CPU.

Maximum Query Count

Maximum number of queries that can be performed when using GPU queries.

Collision Layers

Collision layers to enable.

Some layers will have overhead with CPU, GPU and memory.

    Nothing

No extra layers (ie single layer).

    Dynamic Waves

Separate layer for dynamic waves.

Dynamic waves are normally combined together for efficiency. By enabling this layer, dynamic waves are combined and added in a separate pass.

    Displacement

Extra displacement layer for visual displacement.

    Everything

All layers.

Baked Wave Data

Wave Sampling

The wave sampling method to determine quality and performance.

    Automatic

Automatically chooses the other options as needed (512+ resolution needs precision).

    Performance

Reduces samples by copying waves from higher LODs to lower LODs.

Best for resolutions lower than 512.

    Precision

Samples directly from the wave buffers to preserve wave quality.

Needed for higher resolutions (512+). Higher LOD counts can also benefit with this enabled.

Wave Resolution Multiplier

Shifts wavelengths to maintain quality for higher resolutions.

Set this to 2 to improve wave quality. In some cases like flowing rivers, this can make a substantial difference to visual stability. We recommend doubling the Resolution on the WaterRenderer component to preserve detail after making this change.

Attenuation In Shallows

How much waves are dampened in shallow water.

Shallows Maximum Depth

Any water deeper than this will receive full wave strength.

The lower the value, the less effective the depth cache will be at attenuating very large waves. Set to the maximum value (1,000) to disable.

Water Depth

Water depth information used for shallow water, shoreline foam, wave attenuation, among others.

Related: Shorelines & Shallows

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Query Source

Where to obtain water data on CPU for physics / gameplay.

    None

No query source.

    GPU

Uses AsyncGPUReadback to retrieve data from GPU to CPU.

This is the most optimal approach.

Maximum Query Count

Maximum number of queries that can be performed when using GPU queries.

Include Terrain Height

Whether to include the terrain height automatically.

This will not include terrain details, nor will it produce a signed-distance field. There may also be a slight deviation due to differences in height data and terrain mesh. In these cases, please use the DepthProbe.

Enable Signed Distance Fields

Support signed distance field data generated from the depth probes.

Requires a two component texture format.

Water Level

Varying water level to support water bodies at different heights and rivers to run down slopes.

Related: Water Level

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

    Automatic

Chooses a texture format based on another.

For example, Dynamic Waves will match precision of Animated Waves.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Foam

Simulation of foam created in choppy water and dissipating over time.

Related: Foam, Foam Settings

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Simulation Frequency

Frequency to run the simulation, in updates per second.

Lower frequencies are more efficient but may lead to visible jitter or slowness.

Prewarm

Prewarms the simulation on load and teleports.

Results are only an approximation.

Settings

Settings for fine tuning this simulation.

Dynamic Waves

Dynamic waves generated from interactions with objects such as boats.

Related: Dynamic Waves, Dynamic Waves Settings

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

    Automatic

Chooses a texture format based on another.

For example, Dynamic Waves will match precision of Animated Waves.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Simulation Frequency

Frequency to run the simulation, in updates per second.

Lower frequencies are more efficient but may lead to visible jitter or slowness.

Attenuation In Shallows

How much waves are dampened in shallow water.

Settings

Settings for fine tuning this simulation.

Flow

Horizontal motion of water body, akin to water currents.

Related: Flow

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Query Source

Where to obtain water data on CPU for physics / gameplay.

    None

No query source.

    GPU

Uses AsyncGPUReadback to retrieve data from GPU to CPU.

This is the most optimal approach.

Maximum Query Count

Maximum number of queries that can be performed when using GPU queries.

Shadows

Shadow information used for lighting water.

Related: Shadows

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Simulation Frequency

Frequency to run the simulation, in updates per second.

Lower frequencies are more efficient but may lead to visible jitter or slowness.

Dynamic Soft Shadows

Whether to vary soft shadow jitter by scattering/absorption density.

Soft Jitter Extinction Factor

Factor control for dynamic soft jitter.

Jitter Diameter Soft

Jitter diameter for soft shadows, controls softness of this shadowing component.

Current Frame Weight Soft

Current frame weight for accumulation over frames for soft shadows.

Roughly means ‘responsiveness’ for soft shadows.

Jitter Diameter Hard

Jitter diameter for hard shadows, controls softness of this shadowing component.

Current Frame Weight Hard

Current frame weight for accumulation over frames for hard shadows.

Roughly means ‘responsiveness’ for hard shadows.

Allow Null Light

Whether to disable the null light warning, use this if you assign it dynamically and expect it to be null at points

Allow No Shadows

Whether to disable the no shadows warning. Use this if you toggle the shadows on the primary light dynamically.

Absorption

Absorption information - gives color to water.

Related: Color

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Shoreline Color Source

Source of the shoreline color.

    None

No depth color.

    Depth

Depth color based on water depth.

    Distance

Depth color based on shoreline distance.

Shoreline Color

Color of the shoreline color.

Shoreline Color Maximum Distance

The maximum distance of the shoreline color.

If using Depth, then it is maximum depth.

Shoreline Color Falloff

Shoreline color falloff value.

Scattering

Scattering information - gives color to water.

Related: Color

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Shoreline Color Source

Source of the shoreline color.

    None

No depth color.

    Depth

Depth color based on water depth.

    Distance

Depth color based on shoreline distance.

Shoreline Color

Color of the shoreline color.

Shoreline Color Maximum Distance

The maximum distance of the shoreline color.

If using Depth, then it is maximum depth.

Shoreline Color Falloff

Shoreline color falloff value.

Surface Clipping

Clip surface information for clipping the water surface.

Related: Water Exclusion

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

    Precision

Chooses a texture format for precision.

This format can reduce artifacts.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Default Clipping State

The default clipping behavior.

Whether to clip nothing by default (and clip inputs remove patches of surface), or to clip everything by default (and clip inputs add patches of surface).

    Nothing Clipped

By default, nothing is clipped. Use clip inputs to remove water.

    Everything Clipped

By default, everything is clipped. Use clip inputs to add water.

Albedo / Decals

Albedo - a color layer composited onto the water surface.

Related: Albedo

Enabled

Whether the simulation is enabled.

Override Resolution

Whether to override the resolution.

If not enabled, then the simulation will use the resolution defined on the Water Renderer.

Resolution

The resolution of the simulation data.

Set higher for sharper results at the cost of higher memory usage.

Texture Format Mode

Chooses a texture format based on a preset value.

    Manual

Uses the Texture Format property.

    Performance

Chooses a texture format for performance.

Texture Format

The render texture format used for this simulation data.

It will be overridden if the format is incompatible with the platform.

Blur

Blurs the output.

Enable if blurring is desired or intolerable artifacts are present. The blur is optimized to only run on inner LODs and at lower scales.

Blur Iterations

Number of blur iterations.

Blur iterations are optimized to only run maximum iterations on the inner LODs.

Reflections

The reflection renderer.

Related: Reflections

Enable

Whether planar reflections are enabled.

Allocates/releases resources if state has changed.

Capture

Mode

What side of the water surface to render planar reflections for.

    Both

Both sides. Most expensive.

    Above

Above only. Typical for planar reflections.

    Below

Below only. For total internal reflections.

Layers

The layers to rendering into reflections.

Resolution

Resolution of the reflection texture.

Overscan

Overscan amount to capture off-screen content.

Renders the reflections at a larger viewport size to capture off-screen content when the surface reflects off-screen. This avoids a category of artifacts - especially when looking down. This can be expensive, as the value is a multiplier to the capture size.

Sky

Whether to render the sky or fallback to default reflections.

Not rendering the sky can prevent other custom shaders (like tree leaves) from being in the final output. Enable for best compatibility.

Disable Pixel Lights

Disables pixel lights (BIRP only).

Disable Shadows

Disables shadows.

HDR

Whether to allow HDR.

Stencil

Whether to allow stencil operations.

Quality Settings Override

Overrides global quality settings.

Culling

Clip Plane Offset

The near clip plane clips any geometry before it, removing it from reflections.

Can be used to reduce reflection leaks and support varied water level.

Far Clip Plane

Anything beyond the far clip plane is not rendered.

Disable Occlusion Culling

Disables occlusion culling.

Refresh Rate

Refresh Per Frames

Refresh reflection every x frames (one is every frame)

Frame Refresh Offset

Oblique Matrix

Enable

An oblique matrix will clip anything below the surface for free.

Disable if you have problems with certain effects. Disabling can cause other artifacts like objects below the surface to appear in reflections.

Non Oblique Near Surface

Planar reflections using an oblique frustum for better performance.

This can cause depth issues for TIRs, especially near the surface.

Non Oblique Near Surface Threshold

If within this distance from the surface, disable the oblique matrix.

Advanced

Render Only Single Camera

Whether to render to the viewer camera only.

When disabled, reflections will render for all cameras rendering the water layer, which currently this prevents Refresh Rate from working. Enabling will unlock the Refresh Rate heading.

Renderer Index

Renderer index for the reflection camera.

Underwater

The underwater renderer.

Related: Underwater

Enabled

Whether the underwater effect is enabled.

Allocates/releases resources if state has changed.

Layer

Any camera or probe with this layer in its culling mask will render underwater.

Material

The underwater material. The water surface material is copied into this material.

Environmental Lighting

Enable

Provides out-scattering based on the camera’s underwater depth.

It scales down environmental lighting (sun, reflections, ambient etc) with the underwater depth. This works with vanilla lighting, but uncommon or custom lighting will require a custom solution (use this for reference)

Weight

How much this effect applies.

Values less than 1 attenuate light less underwater. Value of 1 is physically based.

Volume

This profile will be weighed in the deeper underwater the camera goes.

Advanced

Camera Exclusions

Rules to exclude cameras from rendering underwater.

These are exclusion rules, so for all cameras, select Nothing. These rules are applied on top of the Layer rules.

    Nothing

No exclusion rules applied.

    Hidden

Exclude hidden cameras.

Does not affect reflection cameras, as they are typically always hidden. Use the Reflection flag for them.

    Reflection

Exclude reflection cameras.

    Non Main Camera

Exclude cameras not tagged as MainCamera.

    Everything

Apply all exclusion rules.

Copy Water Material Parameters Each Frame

Copying parameters each frame ensures underwater appearance stays consistent with the water surface.

Has a small overhead so should be disabled if not needed.

Enable Chunk Culling

Whether to enable culling of water chunks when below water.

Cull Limit

Proportion of visibility below which the water surface will be culled when underwater.

The larger the number, the closer to the camera the water tiles will be culled.

Meniscus

The meniscus module.

Enabled

Whether the meniscus is enabled.

Layer

Any camera with this layer in its culling mask will render the meniscus.

Material

The meniscus material.

Advanced

Camera Exclusions

Rules to exclude cameras from rendering the meniscus.

These are exclusion rules, so for all cameras, select Nothing. These rules are applied on top of the Layer rules.

    Nothing

No exclusion rules applied.

    Hidden

Exclude hidden cameras.

Does not affect reflection cameras, as they are typically always hidden. Use the Reflection flag for them.

    Reflection

Exclude reflection cameras.

    Non Main Camera

Exclude cameras not tagged as MainCamera.

    Everything

Apply all exclusion rules.

Portals

The portal renderer.

Related: Portals & Volumes

Enabled

Whether portal rendering is enabled.

Mode

Rendering mode of the portal (and water surface).

See the manual for more details.

    Portal

A portal to infinite water, rendered from front faces of geometry.

    Volume

A volume of water rendered which only works when the viewer is outside the volume.

It uses both front faces and back faces. It is more efficient than VolumeFlyThrough.

    Volume Fly Through

A volume of water rendered which also works with the viewer inside the volume.

It uses both front faces and back faces. It also requires the stencil buffer and is less efficient than Volume.

    Tunnel

Removes the water surface and underwater effect for caves etc.

The walls most be covered by geometry (eg cave) for this to look correct.

Geometry

Mesh (Mesh Filter) to use to render the portal.

It will use the Mesh Filter’s transform.

Invert

Use the back-faces of the mesh.

Useful for portholes on watercraft or tunneling through water.

Maximum Resolution

The maximum resolution of the portal effect.

Resolution is derived from the texel size and the size of the largest dimension of the bounds of the geometry.

Texel Size

The texel size of the portal effect.

This is the primary quality control, where lower is higher quality.

Overrides

Default Excludes

What aspects of water should be excluded by default.

Excludes aspects of water globally. Local Overrides will need to be used to add the water.

    Nothing

Affects nothing.

    Surface

Affects the water surface.

    Volume

Affects the water volume.

    Physics

Affects water physics (anything that calls HasWater).

    Everything

Affects everything.

Edit Mode

Show Water Proxy Plane

Follow Scene Camera

Move water with Scene view camera if Scene window is focused.

Editor Multiple Viewpoints

Each scene view will have its own viewpoint.

Height Queries

Whether height queries are enabled in edit mode.

Queries force enable “Always Refresh” scene view option.