OptionalbuildMilliseconds per frame spent building tiles, nearest first.
Camera the tiles stream around.
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 the water surface extends past the wet area, so it tucks under the banks.
OptionalflowSeconds per flow-map cycle. Longer = less visible reset, more stretching.
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.
OptionalhorizonSky colour reflected near the horizon when there is no environment.
OptionalmaxRadius around the camera that has river meshes, metres. Nothing is built while the camera is higher than this.
OptionalmaxFastest flow, m/s.
OptionalminSlowest flow, m/s (flat stretches still drift).
OptionalminRiver channel strength (the world's river, 0 … 1) where water starts.
OptionaloriginWorld position that is (0, 0, 0) in render space (floating origin).
OptionalrapidsFlow speed (m/s) where rapids start foaming.
OptionalreflectivityReflectance looking straight down (Fresnel F0); water is 0.02.
OptionalrefractionScreen-space refraction strength (0 = none).
OptionalreframePlanets: distance (metres) from the tile frame's centre at which a new frame is centred on the camera.
OptionalrendererA WebGPURenderer; initialised if needed.
OptionalresolutionGrid cells per tile side. Cell size = tileSize / resolution.
OptionalroughnessSurface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.
OptionalsceneIf given, rivers 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.
OptionalsurfaceRaises (or lowers) the water surface, metres.
OptionaltileEdge length of a streaming tile, metres.
OptionalvisibilityMetres of water after which ~63% of the view through it is replaced by deepColor.
World whose rivers to draw (its waterLevel and river fields). Tiles rebuild when it changes.
Options for Rivers.create.