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Packages/2D Water Reflection Pro/Appearance, blur & fades
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Appearance, blur & fades

Color, tint, visibility, blur, fading and soft destination edges.

English guideSource: Unity 6000.3.13f1 · URP 17.3.011 October 2026

Begin with recognizable reflected content, then use tint, blur and masks to blend it into the scene.

Visibility, color and offset#

ControlMeaning
Strength / OpacityBoth multiply visibility, range 0–1, including when Visual Effects is off.
Reflection ColorMultiplicative RGBA color. White preserves captured color; alpha affects transparency. Controlled by Color Enabled.
Tint / Tint StrengthMultiplicative blend from white toward the chosen RGBA tint, with 0–1 strength. Tint Enabled retains/disables it.
BrightnessRGB multiplier, 0–4. One preserves brightness; source Light 2D settings are unchanged.
SaturationZero is grayscale, one preserves source saturation, up to two increases it.
OffsetSampling displacement in local plane units. Destination and silhouette remain fixed.

Optional appearance fields require Visual Effects and their individual flags. Begin with white color, modest tint, brightness/saturation one and zero offset. Lower opacity over a separate water bed. Disable optional color/tint while comparing captured lighting.

Blur#

SettingBehavior
BlurEnable optional blur and Visual Effects. Mirror can use it.
Radius0–4 capture texels; Lightweight uses source texture texels. It is not world-space distance.
Low CostThree-sample approximation in the display shader.
Five TapFive-sample approximation for a smoother result with additional sampling cost.
Pixel ArtPixel Safe Distortion suppresses blur. Smooth is suitable for an intentionally softened look.
Lightweight atlasTight-packed UV distortion/blur is rejected; use rectangular/unpacked sprites or Planar.

For wet stone, use a shallow Planar destination, apply Wet Floor or try opacity near 0.45 with a Low Cost radius around 1, then add a restrained fade/tint. Compare at the final capture resolution because texel size affects the apparent world-space blur. This fixed-tap blur does not implement physically accurate rough reflections or a general post-processing stack.

Vertical and horizontal fades#

FieldInterpretation
FadeEnable fading and Visual Effects; at least one axis must be enabled.
Vertical FadeNormalized depth away from the plane: zero at the top, one at the bottom.
Fade Start / EndNormalized vertical range. End must exceed Start; invalid ranges are sanitized.
Horizontal FadeSymmetric transition from center toward both sides.
Horizontal Start / EndIndependent range: zero at center, one at left/right edges.
Fade IntensityZero adds no fading; one can fully remove distant/edge output. Lower values retain some visibility.

Both masks multiply when enabled. Try vertical start 0.15, end 1 and intensity 0.65 for a quiet lake. A puddle may also benefit from horizontal fade.

SetReflectionFade(vertical, horizontal, start, end, intensity) copies the same range to both axes. For independent horizontal values, edit Effects.HorizontalFadeStart/End and call NotifyVisualEffectsChanged().

Soft destination edges#

Soft Edges enables Visual Effects and blends inward from the destination rectangle. Edge Softness is normalized 0–0.5; increasing it uses more of the rectangle for the blend.

For an irregular shape, use the source Sprite's alpha for curved borders and holes. Soft Edges remains a rectangular mask rather than a distance field around each silhouette boundary. A soft hole boundary must be present in the sprite's alpha.

Adapted from the supplied guide · PDF pages 16–19.View source guide ↗
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