ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅
πSummary
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.
πFeatures
Rendering
β’ Clipmap water surface Compute shader driven mesh that tiles out from the camera for infinite looking water with LODs
β’ 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)
β’ Multi-octave Gerstner waves Evaluates wave displacement and velocity at any world position for use in gameplay and physics
Physics & Buoyancy
β’ Buoyancy component 9-point hull sampling with spring/damping forces, drag, angular drag, and horizontal wave transport
β’ Air volume leaking Buoyancy degrades as an object becomes fully submerged, simulating flooding if needed
Exclusion Volumes
β’ WaterExclusionVolume OBB based volume that suppresses water surface rendering inside it (for submarine interior, underwater bases, etc.)
β’ 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 MΓΆllerβTrumbore ray intersection algorithm. It will correctly excludes the entire interior of any convex or concave hull (Really useful for a boat interior)
Post-Processing
β’ SimpleFog Lightweight atmospheric fog with configurable color, intensity, and opacity
β’ WobbleEffect Screen space ripple/distortion with configurable frequency, amplitude, and speed
ποΈTutorial
https://www.youtube.com/watch?v=PLjWuyTeLTY