08 / 18
Packages/2D Water Reflection Pro/Waves & visual ripples
CREATE THE LOOK
08 / 18

Waves & visual ripples

Directional displacement, secondary waves and radial visual patterns.

English guideSource: Unity 6000.3.13f1 · URP 17.3.011 October 2026

Use small displacement first, then add complexity after capture geometry is stable. These effects change reflection sampling rather than scene geometry or water height.

The Visual Effects master switch#

Visual Effects bypasses optional shader appearance, distortion and fades when off, while retaining their stored values. Strength and Opacity remain active. Enabling Waves, Ripples, Blur, Fade or Soft Edges also enables the master switch.

Mirror mode suppresses wave and ripple displacement. Pixel Safe Distortion quantizes displacement; it does not change the original scene.

Directional waves#

FieldUnits and behavior
WavesEnable the primary directional displacement.
Wave AmplitudeSurface-plane displacement. Around 0.015–0.035 is a gentle starting range; excessive amplitude can expose capture edges.
Wave SpeedPhase speed in radians/second. Negative reverses phase travel; zero keeps a static pattern.
Wave FrequencyRadians per plane unit; higher values repeat more crests.
Wave DirectionPhase/displacement direction. (1,0) and (0,1) separate axes; use meaningful nonzero directions.
Secondary WaveIndependent enable, amplitude, speed, frequency and direction; can run without the primary wave.

The screenshot is an artistic example, not required defaults. Keep capture margins bounded when adding distortion.

Radial visual ripples#

FieldMeaning
Visual RipplesEnable one continuous radial shader pattern and Visual Effects.
Ripple AmplitudeRadial displacement in plane units. Small values preserve recognizable details.
Ripple SpeedRadians/second; negative reverses phase travel.
Ripple FrequencyPhase repetition with distance from the center.
Ripple ScaleScales radial distance before phase calculation; larger values tighten the pattern.
Ripple CenterSource-plane coordinates. Direct gameplay edits require NotifyVisualEffectsChanged().

Try amplitude 0.01, speed 1, frequency 12 and scale 1, then place the center near a visual focal point.

C#
// Existing surface reference: WaterReflectionSurface water;
water.SetRipples(true, 0.01f, 12f, 1f, 1f);
water.Settings.Effects.RippleCenter = new Vector2(0f, 1f);
water.NotifyVisualEffectsChanged();

// Or use a built-in ripple configuration:
water.SetRipplePreset(ReflectionRipplePreset.Subtle);

Runtime parameter order#

SetWaves takes enabled, amplitude, speed, frequency, direction. SetRipples takes enabled, amplitude, frequency, speed, scale. The order differs, so check the API reference when wiring values.

This is one continuous visual ripple field per surface. There is no automatically tracked splash-point list or collision-event simulation. Gameplay can move the center or change parameters through the API.

Adapted from the supplied guide · PDF pages 14–15.View source guide ↗
Keep creating.ERAGAN STUDIO.

Search a topic, setting or method across all package guides.