Water colour at grazing view angles.
Water colour blended in over shallow seabeds.
Water depth (m) at which the shallow colour has fully faded out.
Falloff power of the shallow-colour ramp.
Subsurface (sun-through-wave) tint.
View-independent subsurface amount.
Sun-aligned subsurface amount (the bright glow looking toward the sun through wave faces).
pow() falloff of the view·sun subsurface term.
Overall SSS multiplier (slider-friendly master control).
PER-CHANNEL per-meter extinction of the refracted scene colour. Red absorbing faster than green/blue is what makes water depth read as turquoise → deep blue.
Refraction UV distortion strength.
Strength of the fresnel'd environment reflection.
Schlick fresnel exponent.
Sun specular boost (multiplies the pow() lobe).
Sun specular pow() falloff — higher = tighter highlight.
Environment (sky/probe) reflection multiplier.
Env-reflection roughness (Crest _Roughness, 0..1). Selects a
prefiltered probe mip so reflections soften — a perfect mirror
(0) reflects the probe's raw texels and high-contrast sky content
as hard-edged patches that pop with wave motion.
Ambient light multiplier — ambient is estimated from the sky.
Normal-map world scale (m).
Normal-map strength.
Foam texture world scale (m).
Black-point feather width of the foam cutoff.
Scales the sim/Jacobian foam mask into the texture lookup.
Underwater bubble layer tint.
Parallax offset of the bubble layer (fakes depth below surface).
Bubble layer coverage multiplier.
Strength of the normal derived from foam-texture derivatives.
Foam specular pow() falloff.
Foam specular boost.
Foam sun-diffuse (N·L) scale.
Caustics brightness (0 disables the caustics pass entirely).
Caustics texture world scale (m).
Caustics texture gray point (subtracted so caustics also darken).
Water depth (m) where caustics are sharpest.
Depth range around the focal depth over which caustics stay sharp.
Caustics UV distortion strength (sampled from the detail normal).
Caustics distortion world scale (m).
Shoreline cut: discard water where the seabed depth cache says the water column is at or below this many meters. Kills the far-field z-fight between the surface and near-coplanar shore terrain (depth precision + terrain LOD morph make the depth-buffer winner flicker). Needs an active depth cache; 0 disables. Default 0.
Shoreline transparency ramp: surface alpha ramps 0→1 as the cache water column deepens from 0 to this many meters, dissolving the waterline into the bank on a stable world-space signal (the way a real shore reads — bed visible through the shallows). Needs an active depth cache; 0 disables. Default 0.
Water (in-scattered) colour at normal incidence.