Small World Engine API Reference - v0.78.00
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    Interface OpenWaterMaterialOptions

    interface OpenWaterMaterialOptions {
        deepWaterColor?: Color;
        edgeColor?: Color;
        edgeSoftness?: number;
        foamColor?: Color;
        foamCutoff?: number;
        foamDistance?: number;
        foamNoiseScale?: number;
        foamNoiseSpeed?: number;
        refractionStrength?: number;
        speed?: number;
        waterAbsorption?: [number, number, number];
        waterColor?: Color;
        wave1?: [number, number, number, number];
        wave2?: [number, number, number, number];
        wave3?: [number, number, number, number];
    }
    Index
    deepWaterColor?: Color
    edgeColor?: Color
    edgeSoftness?: number
    foamColor?: Color

    Color of the procedural shoreline/intersection foam.

    foamCutoff?: number

    Worley-noise threshold below which a foam cell is considered "inside" the foam pattern. Lower values produce more foam coverage.

    foamDistance?: number

    Depth-fade distance (in world units) at which the intersection foam band fully fades out. Independent of edgeSoftness -- lets the foam band be wider or narrower than the edge-color blend. Defaults to edgeSoftness (matching this material's previous, coupled behavior).

    foamNoiseScale?: number

    World-space UV scale of the foam's Worley-noise cells.

    foamNoiseSpeed?: number

    How fast the foam pattern drifts over time.

    refractionStrength?: number

    How strongly the wave normal distorts the sampled opaque (below-water) scene color, i.e. screen-space refraction strength. 0 disables distortion (straight screen-space sample).

    speed?: number
    waterAbsorption?: [number, number, number]

    Per-channel Beer-Lambert absorption coefficient -- how quickly each color channel fades out with water depth (thicker water = more of deepWaterColor, less of the tinted seabed). Higher values fade faster. Red typically fades fastest in real water.

    waterColor?: Color
    wave1?: [number, number, number, number]
    wave2?: [number, number, number, number]
    wave3?: [number, number, number, number]