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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

PixelWaterfallMaterialProps

  • Pick<PixelWaterOptions, "foamColor" | "pixelsPerMetre" | "glintIntensity" | "nightGlintIntensity" | "nightEmissiveIntensity">
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.