All properties are organized into foldout sections. Every field has a tooltip — hover for a description.

Global Settings

PropertyDescription
renderModeSpriteRenderer (default) or Tilemap. Controls renderer type.
waterTypeNormal (3-layer foam), Cheap (1-layer), or Mobile (no gradient foam).

Looks — Alpha & Tiling

PropertyDescription
baseAlphaOverall water opacity (0–1).
alphaTextureGrayscale per-pixel transparency mask.
_useLightingToggle URP 2D lighting on the water.
tilingUV tiling of the base water pattern.
numOfPixelsPixel count for pixelation effect.
pixelPerfectSnap to screen pixels for crisp retro rendering.

Looks — Coloring

PropertyDescription
coloringTypesingle_color, two_colors, depthY, or distance_from_obstructors.
color / depthColorPrimary (edge) and secondary (deep) water colors.
depthMlpDistance multiplier for obstruction-based depth coloring.
colorGradientGradient sampled by obstruction distance.

Looks — Foam, Strips, Distortion

PropertyDescription
foamSpeed / foamColor / foamSize / foamAlpha / foamDensityFoam scrolling, color, scale, opacity, and visibility threshold.
stripsAlpha / stripsSize / stripsSpeed / stripsDensityLight strip caustic controls.
distortionTexture / distortionSpeed / distortionStrength / distortionTilingNormal map driving distortion, with scroll, intensity, and tiling.
distortionColorTint on visible distortion waves.

Reflections

PropertyDescription
enableReflectionsMaster toggle for all reflection systems.
enableTopDownReflectionsTop-down angle reflections with angle/tilt/falloff.
enablePlatformerReflectionsMirrored reflections below a horizontal line.
enableRaymarchedReflectionsScreen-space raymarched reflections.
textureResolutionResolution multiplier for reflection render textures (0–1).
usePerspectivePseudo-3D perspective distortion (SpriteRenderer only).

Simulation

PropertyDescription
enableSimulationToggle GPU fluid simulation. Requires obstructions.
_waterSimulationTypeSimple (object-space, up to 4096²) or Advanced (world-space, up to 2048², infinite water).
resolutionSimulation texture resolution. Powers of 2.
iterationsSim passes per frame. 3 recommended.
waveHeight / dispersionWave amplitude and decay rate.
enableRainRandom ripple spawning across the surface.

Surface Waves

PropertyDescription
enableWavesSimulationToggle mesh-deformation waves (SpriteRenderer only).
wavePointsVertex count along the wave mesh.
waveHeight / dampening / spread / stiffnessSpring dynamics for wave behavior.
splashForceMin / splashForceMaxKinetic energy thresholds for splash creation.
enableBuoyancy / enableRigidbodyCollisionsPhysics interaction toggles.