OptionalshallowShallow-water / surface liquid color. Default: blue-green water.
OptionaldeepDeep-water color (surface material only). Default: dark blue.
OptionalfoamFoam / crest color (shore and estuary materials). Default: near-white.
OptionalopacitySurface alpha 0–1. Default 0.82 (0.78 for the river material).
OptionalflowAnimation time multiplier for waves/foam/flow. Default 1.
OptionalemissiveSelf-illumination color, scaled by emissiveStrength. Default black.
OptionalemissiveEmissive intensity; only partially dimmed by fog-of-war. Default 0.
OptionalwaveSurface-noise frequency multiplier. Default 1.
OptionalfoamShore/estuary foam intensity multiplier. Default 1.
OptionalfreezeSeason-adjusted temperature at or below which this liquid freezes, on the
generator's 0–1 scale. Undefined means it never freezes — see
LiquidTypeDescriptor.freezePoint.
OptionalfreezeWidth of the transition around LiquidColorOptions.freezePoint. Default 0.06.
OptionaliceColor a frozen surface blends toward. Default a pale blue-white.
OptionaliceSurface alpha once fully frozen. Higher than LiquidColorOptions.opacity on purpose — ice you can see straight through reads as water that stopped moving. Default 0.97.
OptionalrateParticle lifetime cycles per second (before flowSpeed). Default 0.9.
OptionalriseHow far a puff climbs (or, at arc 1, how high it is thrown), world
units. Default 0.75.
OptionalswayTurbulent horizontal wander amplitude, world units. Default 0.13.
OptionalarcRises-vs-thrown, 0–1. See LiquidTypeDescriptor.sprayArc. Default 0.
OptionaldriftDownstream drift over a particle's life, world units. Default 0.55.
OptionalsizeBase point size in pixels at 110 world units of depth (attenuation is clamped at 6×, so this is not the on-screen size up close). Default 3.5.
Tuning for the waterfall spray particle animation.