OptionalbuildMilliseconds per frame spent building tiles, nearest first.
OptionalcameraCamera the tiles stream around. 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 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.
OptionalrefReceives the underlying Rivers (for stats, …).
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.
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.
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. A different world recreates the tiles.
Props of
<Rivers>: every RiversInput setting plus the ones below.