OptionalcameraCamera, for the per-pixel detail fade (its field of view). Optional.
OptionaldeepColour of deep water: what you see where the bottom is out of sight.
OptionaldetailStrength of the procedural ripple normals added on top of the waves.
OptionaldetailRipple wavelength, metres.
OptionaldetailRipple drift speed, m/s.
OptionalenvironmentEnvironment reflected (an equirect or cube texture, prefiltered for you). null = the sky colours. Object input.
OptionalenvironmentMultiplier on environment reflections.
OptionalexpandCells each lake surface extends past its shore, so it tucks under the banks.
OptionalflowSeconds per flow-map cycle on the rivers.
OptionalflowSurface speed (m/s) at a 1% slope; speed grows with √slope.
Optionalfoam0 … 1 overall foam amount (shoreline, whitecaps and rapids).
OptionalfoamFoam colour.
OptionalfoamWater depth (metres) below which shoreline foam appears.
OptionalframeFrame the hydrology was sampled in (e.g. world.frame); omit for a flat world in world coordinates.
OptionalhorizonSky colour reflected near the horizon when there is no environment.
Lakes and rivers to draw, from analyzeHydrology / computeHydrology.
OptionalmaxFastest flow, m/s.
OptionalminSlowest flow, m/s (flat stretches still drift).
OptionaloriginWorld position that is (0, 0, 0) in render space (floating origin).
OptionalrapidsFlow speed (m/s) where river rapids start foaming.
OptionalreflectivityReflectance looking straight down (Fresnel F0); water is 0.02.
OptionalrefractionScreen-space refraction strength (0 = none).
OptionalrendererA WebGPURenderer; initialised if needed.
OptionalriversAlso draw the hydrology rivers (as ribbons along their polylines, at their water surface).
OptionalroughnessSurface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.
OptionalsceneIf given, lakes are added to it and update whenever it renders.
OptionalshallowTint of light that crossed shallow water (#rrggbb).
OptionalskySky colour reflected near the zenith when there is no environment.
OptionalspecularMultiplier on the sun's glint.
OptionalsunLight for the sun glint and daylight. null = the first DirectionalLight found in the scene. Object input.
OptionalvisibilityMetres of water after which ~63% of the view through it is replaced by deepColor.
OptionalwavesWave settings to change.
Optionalwhitecaps0 … 1 foam on the sharpest crests.
Options for Lakes.create.