OptionalaltitudeInner ring radius as a fraction of the camera's height above the sea (rounded down to a power of two).
Camera the ring grid follows.
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.
Optionalfoam0 … 1 overall foam amount (shoreline, whitecaps and rapids).
OptionalfoamFoam colour.
OptionalfoamWater depth (metres) below which shoreline foam appears.
OptionalhorizonSky colour reflected near the horizon when there is no environment.
OptionalinnerSmallest inner ring radius, metres (the finest vertex spacing, right under the camera).
OptionaloriginWorld position (planet-centred, metres) that is (0, 0, 0) in render space. Keep it near the camera for float32 precision.
OptionalradiusPlanet radius, metres, when no world is given; 0 = flat world.
OptionalrangeOuter radius ÷ inner radius of the ring grid. Sets the ring count (≈ 330 at 1e7 and 128 segments).
OptionalreanchorPlanets: distance (metres) the camera travels before the wave frame is re-anchored. Phases stay continuous.
OptionalreflectivityReflectance looking straight down (Fresnel F0); water is 0.02.
OptionalrefractionScreen-space refraction strength (0 = none).
OptionalrendererA WebGPURenderer; initialised if needed.
OptionalroughnessSurface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.
OptionalsceneIf given, the ocean is added to it and updates itself whenever it renders.
OptionalseaSea level, metres, when no world is given (a world's seaLevel wins).
OptionalsegmentsVertices around each ring. Vertex spacing ≈ distance × 2π / segments, so the grid looks the same at every scale.
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.
OptionalworldWorld whose seaLevel, surface and radius to use (read every frame, so world edits apply live).
Options for Ocean.create.