PixelWaterfallMaterialProps
Extends
Section titled “Extends”Pick<PixelWaterOptions,"foamColor"|"pixelsPerMetre"|"glintIntensity"|"nightGlintIntensity"|"nightEmissiveIntensity">
Properties
Section titled “Properties”| Property | Type | Default value | Description |
|---|---|---|---|
bandColors? |
readonly ColorRepresentation[] |
["#8fd2f4", "#5aa6e0", "#3a7cc8", "#2a5cae"] |
The sheet’s colours from its middle, the shallowest, to its sides, the deepest, two to seven. |
bottomFoamHeight? |
number |
0.8 |
Metres of broken foam up from the foot, where the fall lands; 0 draws none. |
fallSpeed? |
number |
4 |
Metres a second the streaks fall, each column at a pace of its own about it; 0 holds them still. |
foamColor? |
ColorRepresentation |
"#a9c8e8" |
The foam rim’s colour. |
glintIntensity? |
number |
3 |
The glints’ brightness by day, a multiple of the key light’s colour: above 1 they bloom under the look’s bloom; 0 draws none. |
material? |
ModelMaterial |
undefined |
The game’s function over the engine’s material. Define it once, outside the component. |
nightEmissiveIntensity? |
number |
0.06 |
The water’s own glow at full night, a multiple of its colour, as three’s emissiveIntensity, blended in by the hour’s night share, so a river reads under the moon. A scene with no day cycle stands at its look’s hour. |
nightGlintIntensity? |
number |
1.7 |
The glints’ multiple at full night, when the key light is the moon. |
pixelsPerMetre? |
number |
16 |
Texels a metre, the grid every cell, dash and glint snaps to: the pixel textures’ 16. |
streakColor? |
ColorRepresentation |
"#d4f0ff" |
The falling streaks’ colour, a texel wide. |
topFoamHeight? |
number |
0.4 |
Metres of broken foam down from the lip, under its crest; 0 keeps the crest alone. |