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.