---
title: "Water Tool - s&box library"
description: "A fully complete water library including GPU compute shaders, underwater post processing and more!"
canonical: "https://sbox.watch/libraries/redsnail/watertool/"
generated_at: "2026-07-22T23:22:23.039Z"
---

# Water Tool

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

- Type: library
- Ident: redsnail.watertool
- Creator: Red Snail
- Canonical: https://sbox.watch/libraries/redsnail/watertool/
- Markdown: https://sbox.watch/libraries/redsnail/watertool.md
- sbox.game: https://sbox.game/redsnail/watertool/
- Generated: 2026-07-22T23:22:23.039Z

## Stats

- 24h momentum: +0
- Terry score: 80%
- Favorites: 22
- Upvotes: 19
- Downvotes: 1
- Updated: Jul 1, 2026
- Created: Apr 20, 2026
- Size: 9.0 MB
- Files: 121
- Tags: postprocess, shader, tool, water

## Description

🌍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.
📗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
💾Source Code
💬My Discord



## More by Red Snail

| Package | Ident | Players | Favorites | Upvotes | Score | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| Road Tool | redsnail.roadtool | 0 | 10 | 16 | 86% | https://sbox.watch/libraries/redsnail/roadtool.md |
