Water Tool

thumb
Identredsnail.watertool
Typelibrary
Created
Updated
Latest Version 305236 2 MB +13 ~25
Tags postprocess shader tool water
Links s&box
SummaryA fully complete water library including GPU compute shaders, underwater post processing and more!
Description
🌍Summary A fully featured water rendering and simulation library for s&box. Featuring shader driven water surfaces with physically based buoyancy, waves simulation, and hull mesh exclusion. 📗Features Rendering • Clipmap water surface Compute shader driven mesh that tiles out from the camera for infinite looking water with LODs • WaterDefinition profiles Asset based wave configuration for Ocean, Lake, River, Pool, or custom types. Controls detail waves and swell waves independently (intensity, speed, scale, direction, octaves, lacunarity, persistence, steepness) • Multi-octave Gerstner waves Evaluates wave displacement and velocity at any world position for use in gameplay and physics Physics & Buoyancy • Buoyancy component 9-point hull sampling with spring/damping forces, drag, angular drag, and horizontal wave transport • Air volume leaking Buoyancy degrades as an object becomes fully submerged, simulating flooding if needed Exclusion Volumes • WaterExclusionVolume OBB based volume that suppresses water surface rendering inside it (for submarine interior, underwater bases, etc.) • HullWaterExclusionVolume When placed on the same GameObject as a `ModelRenderer` it will extracts the physics collision mesh, uploads the triangle list to the GPU, and performs a per-pixel point-in-mesh test using the Möller–Trumbore ray intersection algorithm. It will correctly excludes the entire interior of any convex or concave hull (Really useful for a boat interior) Post-Processing • SimpleFog Lightweight atmospheric fog with configurable color, intensity, and opacity • WobbleEffect Screen space ripple/distortion with configurable frequency, amplitude, and speed 🎞️Tutorial https://www.youtube.com/watch?v=PLjWuyTeLTY 💾Source Code [Link preview] 💬My Discord [Link preview]
🌍Summary A fully featured water rendering and simulation library for s&box. Featuring shader driven water surfaces with physically based buoyancy, waves simulation, and hull mesh exclusion. 📗Features Rendering • Clipmap water surface Compute shader driven mesh that tiles out from the camera for infinite looking water with LODs • WaterDefinition profiles Asset based wave configuration for Ocean, Lake, River, Pool, or custom types. Controls detail waves and swell waves independently (intensity, speed, scale, direction, octaves, lacunarity, persistence, steepness) • Multi-octave Gerstner waves Evaluates wave displacement and velocity at any world position for use in gameplay and physics Physics & Buoyancy • Buoyancy component 9-point hull sampling with spring/damping forces, drag, angular drag, and horizontal wave transport • Air volume leaking Buoyancy degrades as an object becomes fully submerged, simulating flooding if needed Exclusion Volumes • WaterExclusionVolume OBB based volume that suppresses water surface rendering inside it (for submarine interior, underwater bases, etc.) • HullWaterExclusionVolume When placed on the same GameObject as a `ModelRenderer` it will extracts the physics collision mesh, uploads the triangle list to the GPU, and performs a per-pixel point-in-mesh test using the Möller–Trumbore ray intersection algorithm. It will correctly excludes the entire interior of any convex or concave hull (Really useful for a boat interior) Post-Processing • SimpleFog Lightweight atmospheric fog with configurable color, intensity, and opacity • WobbleEffect Screen space ripple/distortion with configurable frequency, amplitude, and speed 🎞️Tutorial https://www.youtube.com/watch?v=PLjWuyTeLTY 💾Source Code [Link preview] 💬My Discord [Link preview]
Votes 19 1 22
Error Rate0%
Reviews
2 reviews
100% Recommended (2) 0% Promise (0) 0% Needs Work (0)
Usage
67 players 227 sessions 37 hours playtime 10 minutes avg session
Totals captured
Data
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