Base opacity over deep water (a in the blend).
Underwater tint color (deep water reads toward this).
Grazing-angle (Fresnel) reflection color (the zenith sky-reflection color).
Day→night brightness multiplier on the reflected sky (1 = full day, ~0 = night).
World meters one tile of the ripple normal map spans.
Screen-space refraction wobble (fraction of the screen).
Shoreline fade distance (meters of water depth over which it fades in).
Strength of the ripple normal perturbation.
Flat opaque "Water Mask" debug view.
OptionalsstLiving-world SST layer: modulate tint + clarity by real sea-surface temperature.
Requires an sst provider on the feature. Default off.
OptionalsstHow strongly SST pushes the look away from the constant tint (0 = off, 1 = full). Default 1. Applies to the subtle-tint view only.
OptionalsstFalse-color "study" view: paint the sea by the colormap LUT instead of tinting it. Default off.
OptionalsstDraw isotherm contour lines in the false-color view. Default off.
OptionalsstContour interval in °C. Default 2.
Live look controls, read each frame.