Builtin Library
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- .metadata211 B
- README.md2.2 KB
- schema.yaml4.6 KB
README.md
oceanPreset
A complete sea state for the ocean system: everything ocean.create needs to
stand up a specific sea, from the wave spectrum to the seabed under it. Each
.data instance is one named preset offered in the ocean's preset list.
Fields
key— the name the preset answers to inocean.create({ preset = ... })and the presets API. Stable; world content refers to it.label— the human-readable name shown in pickers.order— the preset's slot in the calm-to-gale progression the list is offered in (1 = flattest).seed— the spectrum's random seed.waves— the FFT spectrum: wind speed and direction, choppiness, gravity, JONSWAP gamma, spectral sharpness, standing-wave ratio, animation speed, and a global amplitude on top.cascades— the three simulation bands: per-band enable, amplitude and world-space tile scale in metres.gerstner— the analytic long swell layered under the FFT bands: wavelength and its spread, amplitude, wave count, directional spread.clipmap— the surface mesh: base tile size in metres and ring count.color— the water column: absorption rates authored as a hex triple (decoded to per-channel 1/m extinction), transmission and body colours, and the depth assumed where nothing stands behind the water.fresnel— the mirror: distance fade start/power, index-of-refraction ratio, normal strength, screen-space refraction strength.foam— the three layers:surfacelace,waveswhitecaps (with persistence, optionalbreakingwindow andplacementmask), and theshorelinewash.floor— the procedural seabed and itscausticsweb.shore— how deep the bottom starts taking the waves (shoalDepth, metres); omitted, the ocean's default shoaling band applies.sss— subsurface scattering through backlit crests.ssr— screen-space reflections.sparkle— the sun's specular glint.
Colour-valued fields are authored as #rrggbb strings and decoded to linear
RGB by Presets.color on the way to the GPU — including absorptionColor,
whose channels are extinction rates rather than a colour.