Water Settings

The Global Water Manager stores all base parameters of the water system. These settings are shared between the Ocean and all Dynamic Simulation Zones, unless overridden by local modules.


Color Settings

Controls water transparency depth. Defines how deep objects remain visible under the surface.


Reflection

Reflections in KWS are additive. Screen Space Reflection is rendered first, and where it cannot reflect geometry (off-screen objects, behind water, etc.), the result is complemented by Planar Reflection (if used). This allows combining both methods for a balance of quality and performance.

Screen Space Reflection (SSR) – fastest reflection method, even faster than Unity’s native SSR. Works as a screen-space effect, so it only reflects objects visible on the screen. Very efficient but can produce artifacts when geometry is off-screen. ⚠️Tip: ideal for reflecting small details (rocks, grass, props) without extra rendering cost.


Refraction (View Through Water)

Chromatic aberration of refraction. In practice, it makes shallow areas and wave crests show subtle rainbow-like edges. This effect is not physically based, It works best in clear water (high transparency). If the water is very turbid, dispersion will be less visible. It increases rendering cost slightly, since multiple wavelengths are sampled.

Dispersion Toggle – can be set to Use Quality Settings (inherits global quality settings) or Off (locally disables the effect for the current scene). ⚠️Tip: Use dispersion sparingly – too high values may look stylized or unrealistic. It’s best for tropical seas, pools, and fantasy effects.


Wet Effect

Wet Effect darkens and adds subtle gloss to surfaces near the waterline so the water blends naturally with terrain and objects.

How it works – A wetness mask is generated around the water surface and applied to nearby geometry. – Areas in contact with water get stronger darkening and specular highlights, then fade out with height/distance using G-buffer in Built-in or Decal buffer in URP/HDRP.

In all pipelines the pass is screen‑space, so large on‑screen water areas and many overlapping zones increase bandwidth and fill‑rate.

Wet Effect Toggle – can be set to Use Quality Settings (inherits global quality settings) or Off (locally disables the effect for the current scene).


Volumetric Lighting

Volumetric lighting simulates light scattering inside the water volume – visible beams/shafts, sense of depth below the surface. Most noticeable in clear water under strong sunlight or spotlights.

Volumetric Lighting Toggle – can be set to Use Quality Settings (inherits global quality settings) or Off (locally disables the effect for the current scene).


Caustic (Light Patterns on Surfaces)

Caustics simulate light patterns projected onto surfaces under the water – moving bright highlights created when sunlight (or other lights) refracts through waves. This effect is most visible in shallow areas, rivers, and nearshore water, and adds a lot of realism.

For large-scale oceans, caustics are generated directly from FFT wave data in real-time. For dynamic wave zones, caustics are used from pre-baked textures. Pre-baked textures significantly reduce GPU cost compared to realtime FFT caustics. When both ocean and dynamic zones are present, KWS blends the two types of caustics seamlessly.

Caustic Effect Toggle – can be set to Use Quality Settings (inherits global quality settings) or Off (locally disables the effect for the current scene).


Underwater Effect

Uses a fullscreen post-processing pass when the camera is below the water surface using distortion, color absorption, refraction, volumetric lighting, caustic, etc.

Underwater Effect – can be set to Use Quality Settings (inherits global quality settings) or Off (locally disables the effect for the current scene).


Rendering Settings

  • Time Scale – global water time multiplier. Affects ocean waves and every dynamic simulation zone.

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