Water
The Water component turns an entity into a high quality water surface, a plane with animated waves, refraction, reflection, depth based coloring, foam, and an underwater look when the camera goes below the surface. You drive it entirely from the Details panel, there is no shader to write.
Adding water
Section titled “Adding water”Select an entity and choose Add Component, Rendering, Water. The water is a plane centered on the entity, sized by Extent and scaled by the entity’s transform, so move and rotate the entity to place it. Multiple water bodies in one world are fine.
The surface is generated procedurally (no mesh asset needed), displaced by Gerstner waves, and rendered after the opaque scene so it can refract what is behind it and reflect the sky.
Surface
Section titled “Surface”| Property | What it does |
|---|---|
| Extent | Plane size in meters (local XZ), before the entity transform scale. |
| Grid Resolution | Vertices per side of the wave grid. Higher is smoother but costs more. |
| Opacity | Master surface opacity. |
Waves are a sum of Gerstner waves fanned around the wind direction, plus an optional scrolling detail normal for fine ripples.
| Property | What it does |
|---|---|
| Wind Direction | Direction (XZ) the waves travel along. |
| Wind Speed | Scales how fast the waves move. |
| Wave Amplitude | Peak height of the dominant wave, in meters. |
| Choppiness | Gerstner steepness, from rolling swell (0) to sharp peaks (1). |
| Wave Scale | Wavelength multiplier for the wave set. |
| Wave Count | Number of summed waves (1 to 8). |
| Detail Normal Map | Optional tangent space normal for high frequency ripples. |
| Detail Strength | Strength of the detail ripples. |
| Detail Tiling | Detail normal tiling across the surface. |
| Detail Scroll Speed | How fast the detail ripples scroll with the wind. |
Color and depth
Section titled “Color and depth”The water tints the scene behind it and fades from a shallow color to a deep color with depth, absorbing light along the way (so submerged objects darken and disappear the deeper they are).
| Property | What it does |
|---|---|
| Shallow Color | Tint where the bed is close to the surface. |
| Deep Color | Tint approached as the water deepens. |
| Depth Fade Distance | How far you can see into the water before it reads as deep. Lower it for murkier water. |
| Absorption Scale | Overall murkiness. Raise it to hide submerged objects faster, set 0 for perfectly clear water. |
Refraction
Section titled “Refraction”| Property | What it does |
|---|---|
| Refraction Strength | How much the surface waves bend the view of the scene below. |
Reflection
Section titled “Reflection”Reflections use screen space reflections of the scene with a prefiltered sky fallback where the rays miss.
| Property | What it does |
|---|---|
| Reflection Strength | Overall reflection intensity. |
| Roughness | Blurs the reflection and softens the sun glint. |
| Fresnel Power | Higher values reflect only at grazing angles. |
| SSR Max Distance | How far the reflection rays march before falling back to the sky. |
| SSR Step Count | Ray march steps. Higher resolves more, costs more. |
Specular
Section titled “Specular”| Property | What it does |
|---|---|
| Specular Intensity | Strength of the sun glint and the light that scatters through wave crests. |
The sun glint and the subsurface scattering (wave crests glow when you look toward the sun through them) both ride this value.
Foam has two parts, shoreline foam where the water is shallow (near where it meets geometry) and crest foam on tall wave peaks. Foam is off until you raise Foam Intensity.
| Property | What it does |
|---|---|
| Foam Color | Color of shoreline and crest foam. |
| Foam Intensity | Overall foam strength. 0 disables foam. |
| Shoreline Foam Width | Water depth over which shoreline foam appears. |
| Crest Foam Amount | Wave height fraction that foams (1 foams all crests, 0 only the tallest). |
| Foam Texture | Optional foam texture, scrolled with the wind. A procedural pattern is used if none is set. |
| Foam Tiling | Foam texture tiling across the surface. |
Underwater
Section titled “Underwater”When the camera drops below the water surface, a fog absorbs the view over distance and a subtle distortion is applied, so being underwater reads correctly even when the camera is half submerged at the waterline.
| Property | What it does |
|---|---|
| Underwater Fog Color | Color the view fades toward with distance underwater. |
| Underwater Fog Density | Absorption per meter of submerged view. |
| Underwater Distortion | Screen distortion while submerged. |
| Underwater Tint | Overall color cast applied to the submerged view. |
- For open ocean, keep Depth Fade Distance low and Absorption Scale high so you cannot see far into the water.
- For a clear pool, raise Depth Fade Distance and lower Absorption Scale.
- Reflections only show on screen geometry; off screen the sky is used, so a visible sky (an Environment with a sky) improves reflections.
- The plane is finite. Size it with Extent and the entity scale to cover your body of water.