Taos API Reference
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    Interface OceanLookSettings

    interface OceanLookSettings {
        scatterColorBase: [number, number, number];
        scatterColorGrazing: [number, number, number];
        scatterColorShallow: [number, number, number];
        shallowDepthMax: number;
        shallowFalloff: number;
        sssTint: [number, number, number];
        sssIntensityBase: number;
        sssIntensitySun: number;
        sssSunFalloff: number;
        sssStrength: number;
        depthFogDensity: [number, number, number];
        refractionStrength: number;
        specular: number;
        fresnelPower: number;
        sunBoost: number;
        sunFalloff: number;
        skyIntensity: number;
        reflectionRoughness: number;
        ambientIntensity: number;
        normalsScale: number;
        normalsStrength: number;
        foamScale: number;
        foamFeather: number;
        foamIntensity: number;
        foamBubbleColor: [number, number, number];
        foamBubbleParallax: number;
        foamBubblesCoverage: number;
        foamNormalStrength: number;
        foamSpecularFalloff: number;
        foamSpecularBoost: number;
        foamLightScale: number;
        causticsStrength: number;
        causticsScale: number;
        causticsTextureAverage: number;
        causticsFocalDepth: number;
        causticsDepthOfField: number;
        causticsDistortionStrength: number;
        causticsDistortionScale: number;
        oceanLevel: number;
        shorelineClipDepth: number;
        shorelineBlendDepth: number;
    }
    Index

    Properties

    scatterColorBase: [number, number, number]

    Water (in-scattered) colour at normal incidence.

    scatterColorGrazing: [number, number, number]

    Water colour at grazing view angles.

    scatterColorShallow: [number, number, number]

    Water colour blended in over shallow seabeds.

    shallowDepthMax: number

    Water depth (m) at which the shallow colour has fully faded out.

    shallowFalloff: number

    Falloff power of the shallow-colour ramp.

    sssTint: [number, number, number]

    Subsurface (sun-through-wave) tint.

    sssIntensityBase: number

    View-independent subsurface amount.

    sssIntensitySun: number

    Sun-aligned subsurface amount (the bright glow looking toward the sun through wave faces).

    sssSunFalloff: number

    pow() falloff of the view·sun subsurface term.

    sssStrength: number

    Overall SSS multiplier (slider-friendly master control).

    depthFogDensity: [number, number, number]

    PER-CHANNEL per-meter extinction of the refracted scene colour. Red absorbing faster than green/blue is what makes water depth read as turquoise → deep blue.

    refractionStrength: number

    Refraction UV distortion strength.

    specular: number

    Strength of the fresnel'd environment reflection.

    fresnelPower: number

    Schlick fresnel exponent.

    sunBoost: number

    Sun specular boost (multiplies the pow() lobe).

    sunFalloff: number

    Sun specular pow() falloff — higher = tighter highlight.

    skyIntensity: number

    Environment (sky/probe) reflection multiplier.

    reflectionRoughness: number

    Env-reflection roughness (Crest _Roughness, 0..1). Selects a prefiltered probe mip so reflections soften — a perfect mirror (0) reflects the probe's raw texels and high-contrast sky content as hard-edged patches that pop with wave motion.

    ambientIntensity: number

    Ambient light multiplier — ambient is estimated from the sky.

    normalsScale: number

    Normal-map world scale (m).

    normalsStrength: number

    Normal-map strength.

    foamScale: number

    Foam texture world scale (m).

    foamFeather: number

    Black-point feather width of the foam cutoff.

    foamIntensity: number

    Scales the sim/Jacobian foam mask into the texture lookup.

    foamBubbleColor: [number, number, number]

    Underwater bubble layer tint.

    foamBubbleParallax: number

    Parallax offset of the bubble layer (fakes depth below surface).

    foamBubblesCoverage: number

    Bubble layer coverage multiplier.

    foamNormalStrength: number

    Strength of the normal derived from foam-texture derivatives.

    foamSpecularFalloff: number

    Foam specular pow() falloff.

    foamSpecularBoost: number

    Foam specular boost.

    foamLightScale: number

    Foam sun-diffuse (N·L) scale.

    causticsStrength: number

    Caustics brightness (0 disables the caustics pass entirely).

    causticsScale: number

    Caustics texture world scale (m).

    causticsTextureAverage: number

    Caustics texture gray point (subtracted so caustics also darken).

    causticsFocalDepth: number

    Water depth (m) where caustics are sharpest.

    causticsDepthOfField: number

    Depth range around the focal depth over which caustics stay sharp.

    causticsDistortionStrength: number

    Caustics UV distortion strength (sampled from the detail normal).

    causticsDistortionScale: number

    Caustics distortion world scale (m).

    oceanLevel: number
    shorelineClipDepth: number

    Shoreline cut: discard water where the seabed depth cache says the water column is at or below this many meters. Kills the far-field z-fight between the surface and near-coplanar shore terrain (depth precision + terrain LOD morph make the depth-buffer winner flicker). Needs an active depth cache; 0 disables. Default 0.

    shorelineBlendDepth: number

    Shoreline transparency ramp: surface alpha ramps 0→1 as the cache water column deepens from 0 to this many meters, dissolving the waterline into the bank on a stable world-space signal (the way a real shore reads — bed visible through the shallows). Needs an active depth cache; 0 disables. Default 0.