<material>
    <!-- The water example will assign the reflection texture to the diffuse unit -->
    <!-- The engine will automatically assign the refraction (viewport) texture to the environment unit during refract pass -->
    <technique name="Techniques/Water.xml" />
    <texture unit="normal" name="Textures/WaterNoise.dds" />
    <parameter name="NoiseSpeed" value="0.05 0.05" />
    <parameter name="NoiseTiling" value="50" />
    <parameter name="NoiseStrength" value="0.02" />
    <parameter name="FresnelPower" value="8" />
    <parameter name="WaterTint" value="0.8 0.8 1.0" />
</material>