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Water Tool

redsnail.watertool

A fully complete water library including GPU compute shaders, underwater post processing and more!

Ă€ propos

🌍Summary

A fully featured water rendering and simulation library for s&box. Featuring shader driven water surfaces with physically based buoyancy, waves simulation, and hull mesh exclusion.

đź“—Features

Rendering

• Clipmap water surface Compute shader driven mesh that tiles out from the camera for infinite looking water with LODs

• WaterDefinition profiles Asset based wave configuration for Ocean, Lake, River, Pool, or custom types. Controls detail waves and swell waves independently (intensity, speed, scale, direction, octaves, lacunarity, persistence, steepness)

• Multi-octave Gerstner waves Evaluates wave displacement and velocity at any world position for use in gameplay and physics

Physics & Buoyancy

• Buoyancy component 9-point hull sampling with spring/damping forces, drag, angular drag, and horizontal wave transport

• Air volume leaking Buoyancy degrades as an object becomes fully submerged, simulating flooding if needed

Exclusion Volumes

• WaterExclusionVolume OBB based volume that suppresses water surface rendering inside it (for submarine interior, underwater bases, etc.)

• HullWaterExclusionVolume When placed on the same GameObject as a `ModelRenderer` it will extracts the physics collision mesh, uploads the triangle list to the GPU, and performs a per-pixel point-in-mesh test using the Möller–Trumbore ray intersection algorithm. It will correctly excludes the entire interior of any convex or concave hull (Really useful for a boat interior)

Post-Processing

• SimpleFog Lightweight atmospheric fog with configurable color, intensity, and opacity

• WobbleEffect Screen space ripple/distortion with configurable frequency, amplitude, and speed

🎞️Tutorial

https://www.youtube.com/watch?v=PLjWuyTeLTY

đź’ľSource Code đź’¬My Discord

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