OptionalcameraCamera (for the detail fade). Defaults to the R3F default camera.
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 on a flat world in world coordinates.
OptionalhorizonSky colour reflected near the horizon when there is no environment.
The hydrology to draw (from computeHydrology). Memoise it: a new object rebuilds the meshes.
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.
OptionalrefReceives the underlying Lakes.
OptionalreflectivityReflectance looking straight down (Fresnel F0); water is 0.02.
OptionalrefractionScreen-space refraction strength (0 = none).
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.
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.
Props of
<Lakes>: every LakesInput setting plus the ones below.