bandColors? |
readonly ColorRepresentation[] |
["#3a6cb8", "#2c55a0", "#22448a", "#1a3474"], the reference’s river blues |
The bands’ colours from the shore to the deepest, two to seven, as a pixel artist’s ramp: each cell takes one of them exactly. |
flowDirectionRadians? |
number |
undefined |
Which way they drift, radians about up from +z toward +x, in the world. On a block map, left out, the water drifts downhill along its body: toward a fall, else to its lowest edge of the map. On a plane, left out, toward +z. |
flowSpeed? |
number |
0 |
Metres a second the ripples drift; 0 holds the water still, and its dashes shimmer in place. |
foamColor? |
ColorRepresentation |
"#a9c8e8" |
The foam rim’s colour. |
foamWidth? |
number |
0.15 |
Metres of the broken foam rim along the shore, with rings rolling in round a rock or a post from four times as far; 0 draws no foam. |
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, as WaterMaterial’s sea takes one: handed the engine’s, it returns it patched, or a material of the game’s in its place. 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. |
rippleColor? |
ColorRepresentation |
"#80a8e8" |
The wave crests’ colour, and the rings round what stands in the water. |
rippleDensity? |
number |
0.5 |
How many wave crests, from 0, none, to 1, the most; calm water holds one in every square from about 0.56. |
round? |
boolean |
false |
Keep only the circle inside the plane, a pond, rather than the whole plane. The shore, with its foam, is the edge of the plane’s UV square, or of that circle, and the bed shelves from it. |
shallowDepth? |
number |
0.4 |
Metres of depth the bands span from the shore to the deepest: the bed shelves 0.6 m down for each metre out from the shore, so a channel 0.35 m deep shows its shallow bands along its banks. |