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Documentation / scene / WaterDebugOutput

Type Alias: WaterDebugOutput

WaterDebugOutput = "none" | "normal" | "foam" | "shoreFoam" | "waterDepth" | "fresnel" | "reflection" | "refraction" | "absorption" | "scattering" | "sunScattering" | "subsurface" | "subsurfaceThickness" | "depth" | "interaction"

Defined in: libs/scene/src/material/water.ts:84

Debug view of the water shading, replacing the final colour with one of its intermediate terms.

  • none: normal shading.
  • normal: wave normal, remapped to [0,1]. the underside of a folded crest.
  • foam: foam coverage after the amount/falloff ramp, as grey. Both sources.
  • shoreFoam: the shoreline contribution on its own, as grey.
  • waterDepth: distance from the surface to the nearest solid around it, in metres / 10, as grey.
  • fresnel: reflection weight after foam suppression, as grey.
  • reflection: what the surface reflects (SSR blended over the sky).
  • refraction: the scene sample behind the water, before the medium tint.
  • absorption: medium transmittance over the refracted path.
  • scattering: ambient in-scattering from the water body.
  • sunScattering: directional in-scattering from the lights.
  • subsurface: the backlit-crest translucency term.
  • subsurfaceThickness: the crest gate that term is scaled by, bright on crests and absorbed in troughs. Independent of the lights.
  • depth: refracted path length through the medium, metres / 10. no offset is mid grey.
  • interaction: the WaterInteraction field on its own, mid grey at rest and reaching black and white at its amplitude clamp; dimmed outside the field's window.

Each value is a separate shader variant; the none variant carries no trace of the others.

Released under the MIT License.