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