ReadonlynameWhen false, the feature is skipped each frame. Toggling triggers a cached-graph invalidation.
Procedural horizontal flow — a uniform current and/or vortices that
advect the surface detail (a river's stream, a whirlpool's swirl).
Pass null to disable. See OceanFlowSettings.
Raise/lower the water in bounded circular regions — a mountain lake
above the base sea. Pass [] to clear. See OceanSeaLevelRegion.
Raise the water along capsule strips (offset lerps end to end) — chain
them to step a river's surface downhill. Pass [] to clear. See
OceanSeaLevelSegment.
Author rivers/ponds as center-line SPLINES of [x, surfaceY, z]
points (absolute surface heights): each spline is Catmull-Rom
subdivided into chained sea-level strips, and splines with flow set
also derive flow segments (speed from slope) so the water drifts along
every meander. Replaces the current sea-level segments — and the flow
segments when any spline requests flow (call setFlow after
this for custom flow). Pass [] to clear. See
OceanWaterSpline.
Bound the water body with clip-surface regions — 'keep' discs for a
finite water body, 'cut' discs for holes. Pass [] to clear.
See OceanClipRegion.
Re-bake the seabed depth cache (call after shore/seabed geometry changes). No-op when the cache is disabled.
Replace the LOD configuration. Resets the snapped centers.
Register a custom wave input — point ripples, future object-attached
wakes, brush strokes, etc. The input's setup runs immediately and
it joins the per-frame update + per-LOD draw loop.
Register a persistent dynamic-wave disturbance source
(boat splat, dropped object, depth-charge, etc.). The disturbance
is re-applied every frame at its current position, so updating
the source's position from per-frame game code (e.g. a beforeFrame
hook tracking a GameObject) is enough to drive a moving wake.
Wire a reflection-probe cube view into the surface fragment's
reflection sample. Pass null to fall back to the configured sky
panorama. The view must have dimension: 'cube' — slice a
cube-array down to a single cube before passing it in.
CPU surface query. Returns the Gerstner-spectrum surface height + normal at world (x, z) at the current frame time. Useful for buoyancy / collision / camera-on-water effects. Does NOT include the dynamic-sim contribution (GPU-resident; not worth a readback for the typical "object is its own wake source" case).
Optionalout: Vec3Release GPU resources.
Stable identifier used for lookup, signature hashing, and pass-name keying.