Water Tool
| Summary | A 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]
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| Votes | 19 1 22 |
| Error Rate | 0% |
| Reviews |
2 reviews
100% Recommended (2)
0% Promise (0)
0% Needs Work (0)
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| Usage |
67 players
227 sessions
37 hours playtime
10 minutes avg session
Totals captured
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| Data | {} |