Tidal Surface
The water surface material (shader Tidal/Tidal).
The water surface is drawn with a deferred-style pipeline. Water geometry first
writes per-body GBuffers, then a fullscreen pass shades every water pixel at once (pass name
FULLSCREEN_SHADING in the Tidal/Tidal shader). Because shading is
deferred, reflection, caustics, subsurface scattering, god rays, and the meniscus are all driven by
properties on this one material.
The material exposes a large number of parameters grouped by functional tabs. Each property below corresponds directly to a shader property and can be deep-linked from the Unity Inspector. For how caustics and shading are composited, see Shading & Caustics.
Key material rows
- Foam Texture - the row has a Generate button that opens the Sea Foam Generator to create a tileable procedural foam texture.
- Planar Reflection Strength - consumes the body's planar reflection camera; a value of 0 disables that camera entirely.
- Wake Normal Strength - lives under Surface > Advanced; a value of 1 is physically correct.
Surface
Base Color
_Color
Surface · Core
Base surface tint of the water. Primarily affects shallow water color and overall tone.
Additional Color
_WaterFogColor
Surface · Core
Secondary color used to enrich shallow areas and reduce flat coloration.
Max Gloss
_MaxGloss
Surface · Core
Controls the maximum surface glossiness. Higher values result in sharper reflections and sun highlights.
Distant Roughness
_Roughness
Surface · Core
Roughness applied at far distances to reduce shimmer and temporal noise.
Roughness Scale
_RoughnessScale
Surface · Core
Scales roughness variation across wave normals.
LOD Scale
_LOD_scale
Surface · Quality
Controls displacement detail across FFT LODs. Higher values increase detail but cost more GPU time.
Sun Shadow Clip
_SunShadowClip
Surface · Advanced
Suppresses specular highlights in shadowed regions.
Wake Normal Strength
_WakeNormalStrength
Surface · Advanced
Scales how strongly interactive wake ripples perturb the surface normals. A value of 1 is
physically correct; higher or lower values exaggerate or soften the wake shading.
Lighting
SSS Color
_SSSColor
Light · Directional Light
Tint applied to subsurface scattering from the primary directional light.
SSS Scale
_SSSScale
Light · Directional Light
Controls how far light scatters through the surface.
SSS Base
_SSSBase
Light · Directional Light
Baseline offset added to subsurface scattering.
SSS Max
_SSSMax
Light · Directional Light
Upper clamp for subsurface scattering intensity.
Scatter Strength
_ScattStrength
Light · Additional Lights
Strength of scattering from additional lights.
Scatter Wrap
_ScattWrap
Light · Additional Lights
Allows light to wrap around wave normals.
Absorption Sigma
_SigmaRGB
Light · Additional Lights
Wavelength absorption per RGB channel.
Transmission Tint
_TransColor
Light · Additional Lights
Color of light transmitted through thin water.
Reflection
Probe Reflection Strength
_UniversalEnvProbeReflectionStrength
Reflection · Universal Realtime Skybox
Strength of URP realtime skybox probe reflections.
Probe Ripple
_UniversalEnvProbeRipple
Reflection · Universal Realtime Skybox
Distortion applied to environment probe reflections by waves.
Enable Planar Reflection
_UsePlanarReflect
Reflection · Planar Reflection
Enables high-quality planar reflections for calm water surfaces.
Planar Reflection Strength
_PlanarReflectionStrength
Reflection · Planar Reflection
Controls intensity of planar reflections. This value consumes the body's planar reflection
camera - a strength of 0 disables that camera entirely, saving its render cost.
Planar Ripple
_PlanarRipple
Reflection · Planar Reflection
Distortion applied to planar reflections by surface waves.
Enable Color Reflection
_UseColorReflect
Reflection · Color Reflection
Enables artist-controlled color-based reflections.
Reflection Color
_ReflectBaseColor
Reflection · Color Reflection
Base color used when color reflection is enabled.
Reflection Strength
_ReflectBaseColorIntensity
Reflection · Color Reflection
Scales color reflection contribution.
Darkens With Sunset
_ReflectBaseColorDimWithSun
Reflection · Color Reflection
Reduces reflection intensity when facing the sun.
Foam
Foam Bias
_FoamBias
Foam · Wave Foam
Bias controlling foam visibility on wave crests.
Foam Strength
_FoamScale
Foam · Wave Foam
Overall foam intensity and coverage.
Foam Color
_FoamColor
Foam · Wave Foam
Tint applied to surface foam.
Contact Foam Amount
_ContactFoam
Foam · Shore / Object
Foam generated near intersecting geometry.
Contact Foam Color
_ContactFoamColor
Foam · Shore / Object
Color of foam near intersecting objects.
Dampen In Zone
_FoamDampenInZoneScale
Foam · Advanced
Reduces foam intensity inside Tidal zones.
Foam Bias LOD0
_FoamBiasLOD0
Foam · Advanced
Foam bias for highest-detail FFT LOD.
Foam Bias LOD1
_FoamBiasLOD1
Foam · Advanced
Foam bias for mid-distance FFT LOD.
Foam Bias LOD2
_FoamBiasLOD2
Foam · Advanced
Foam bias for distant FFT LOD.
Foam Texture
_FoamTex
Foam · Wave Foam
Tileable foam texture sampled across the surface. This row has a Generate
button that opens the Sea Foam Generator (
Tools → Tidal 2 → Sea Foam
Generator) to author a new procedural foam texture.
Opacity
Absorption
_WaterAbsorption
Opacity · Core
Controls wavelength absorption with depth.
Density
_WaterDensity
Opacity · Core
Overall absorption multiplier for water depth.
Ripple
_RippleAmount
Opacity · Core
Distortion strength applied underwater.
Clipping
Enable SDFs
_EnableSDFs
Clipping · Core
Enables signed-distance field clipping volumes.
Clip Tolerance
_ClipTolerance
Clipping · Core
Precision tolerance for SDF clipping edges.
Underwater
Refraction / Reflection Ratio
_RefactN
Underwater · Surface
Balance between refraction and reflection underwater.
Underwater Ripple
_RefractionStrengthUnderwater
Underwater · Surface
Distortion strength applied underwater.
Refraction Tint
_RefractionTintColor
Underwater · Volumetric Shading
Tint applied to refracted underwater color.
Deep Scatter Color
_DeepScatterColor
Underwater · Volumetric Shading
Color used for deep-water light scattering.
Absorption Color
_AbsorptionColor
Underwater · Volumetric Shading
Color absorbed as depth increases underwater.
Absorption Depth
_AbsorptionDepthScale
Underwater · Volumetric Shading
Controls depth falloff of underwater absorption.
Fog Density
_FogDensity
Underwater · Volumetric Shading
Density of volumetric fog underwater.
Underwater SSS Density
_UnderwaterSSSDensity
Underwater · Volumetric Shading
Controls subsurface scattering strength underwater.
Darkens With Sunset
_DarkensWithSun
Underwater · Misc
Darkens underwater when facing away from the sun.
Show Shadow Underwater
_ShowShadowUnderwater
Underwater · Misc
Enables shadow rendering below the water surface.
Horizon Fog
Enable Horizon Fog
_HorizonFogOn
Horizon · Core
Enables distance-based above-water fog.
Start Distance
_HorizonFogStartDist
Horizon · Core
Distance from camera where horizon fog begins.
End Distance
_HorizonFogEndDist
Horizon · Core
Distance where horizon fog reaches full intensity.
Height Range
_HorizonFogHeightRange
Horizon · Core
Vertical falloff range for horizon fog.
Specular Highlight
Intensity
_SunSpecIntensity
Specular Highlight · Core
Overall strength of the sun specular highlight.
Sun Size (deg)
_SunSpecSizeDeg
Specular Highlight · Core
Apparent angular size of the sun highlight.
Sharpness
_SunSpecSharpness
Specular Highlight · Core
Controls falloff sharpness of the sun highlight.