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    Configure swell, agitation, or ripples with a simulation mask

    To configure swell, agitation, or ripples, use a simulation mask to affect the influence the simulation has on specific areas of the water surface.

    Masks take into account the Wrap Mode of the texture. For Ocean, Sea, or Lake water surface types, select Clamp rather than the default Repeat value.

    To add a simulation mask:

    1. Create and import a texture where the color channels represent the fluctuations.

      Refer to the following table:

      Water surface type Red channel Green channel Blue channel
      Ocean Swell Agitation Ripples
      River Agitation Ripples Not used
      Pool Ripples Not used Not used
      Note

      The water types use different channels for different effects to optimize texture packing, and use the first channel for the widest simulation band.

      The darker the color of a channel, the lesser the effect. For example, use white for 100% intensity and black for 0% intensity.

    2. In the Water Volume Inspector window, drag the texture to the Simulation Mask property.

    A water mask that's more red towards the left and more blue towards the right.

    An ocean rendered using the water mask.

    In this example, the red channel has a gradient that reduces the first and second simulation bands. The noise on the green channel reduces ripples. For more information, refer to the Simulation Mask property description.

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