I just changed Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*0.2; to Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*2.2; . Now I have more ripples, but what should I change, that the water moves slower (its very fast;D). Thanks, Reaver.