threejs-worldgen
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    Interface WaterAppearance

    How water looks: colour, clarity, reflections, foam and ripples. Shared by oceans, lakes and rivers.

    interface WaterAppearance {
        deepColor: string;
        detail: number;
        detailScale: number;
        detailSpeed: number;
        environment: Texture<unknown, TextureEventMap> | null;
        environmentIntensity: number;
        foam: number;
        foamColor: string;
        foamWidth: number;
        horizonColor: string;
        reflectivity: number;
        refraction: number;
        roughness: number;
        shallowColor: string;
        skyColor: string;
        specular: number;
        sun: DirectionalLight | null;
        visibility: number;
    }

    Hierarchy (View Summary)

    Index
    deepColor: string

    Colour of deep water: what you see where the bottom is out of sight.

    detail: number

    Strength of the procedural ripple normals added on top of the waves.

    detailScale: number

    Ripple wavelength, metres.

    detailSpeed: number

    Ripple drift speed, m/s.

    environment: Texture<unknown, TextureEventMap> | null

    Environment reflected (an equirect or cube texture, prefiltered for you). null = the sky colours. Object input.

    environmentIntensity: number

    Multiplier on environment reflections.

    foam: number

    0 … 1 overall foam amount (shoreline, whitecaps and rapids).

    foamColor: string

    Foam colour.

    foamWidth: number

    Water depth (metres) below which shoreline foam appears.

    horizonColor: string

    Sky colour reflected near the horizon when there is no environment.

    reflectivity: number

    Reflectance looking straight down (Fresnel F0); water is 0.02.

    refraction: number

    Screen-space refraction strength (0 = none).

    roughness: number

    Surface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.

    shallowColor: string

    Tint of light that crossed shallow water (#rrggbb).

    skyColor: string

    Sky colour reflected near the zenith when there is no environment.

    specular: number

    Multiplier on the sun's glint.

    sun: DirectionalLight | null

    Light for the sun glint and daylight. null = the first DirectionalLight found in the scene. Object input.

    visibility: number

    Metres of water after which ~63% of the view through it is replaced by deepColor.