OptionalcacheSide length (m) of the seabed depth-cache rect.
OptionalcacheDepth-cache texture resolution.
OptionalclipKeep-clip disc radius (m) bounding the body; 0 = unbounded.
OptionalclipClip-disc edge feather (m).
OptionalwindWind speed (m/s) driving the ripple spectrum.
OptionalwindWind direction in degrees (0 = +X, counter-clockwise).
OptionalrippleRipple displacement strength.
OptionalwaveHorizontal wave chop.
OptionalscatterScatter colour at normal incidence.
OptionalscatterScatter colour at grazing angles.
OptionalscatterScatter colour over shallow beds.
OptionalshallowWater depth (m) at which the shallow colour fades out.
OptionaldepthThrough-water fog density per channel.
OptionalskySky-reflection intensity.
OptionalshorelineSurface alpha ramps 0→1 over this water column (m); 0 disables.
OptionalshorelineHard shoreline cut below this water column (m); 0 disables.
OptionalfoamWave-foam sim strength; 0 = foam off (calm inland water).
OptionalsplinesAuthored river/stream splines.
A finite water body (lake + rivers) on a terrain (see
taos/terrain). The owning GameObject's position is the water: its Y is the base surface level, its XZ the center of the depth cache and clip disc.