Water Tool
by
Red Snail
| 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]
|
| Votes | 👍19 👎1 ❤️22 |
| Error Rate | 0% |
| 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 | {} |
| Version | Created | Size (modified) | Files | Changes |
|---|---|---|---|---|
| 305236 | 9 MB (2 MB) | 121 +13 ~25 | Changes on 2026-07-01 | |
| 279392 | 8.9 MB (39 KB) | 108 ~2 | Changes on 2026-06-11 | |
| 279382 | 8.9 MB (2 MB) | 108 +27 ~22 | Changes on 2026-06-11 | |
| 279291 | 8.5 MB (1.1 MB) | 81 ~5 | Changes on 2026-06-10 | |
| 279203 | 8.5 MB (1.7 MB) | 81 +11 ~28 | Changes on 2026-06-10 | |
| 275434 | 8.5 MB (1.7 MB) | 70 +1 ~11 | Changes on 2026-06-04 | |
| 255272 | 8.5 MB (1.5 MB) | 69 ~6 | Changes on 2026-05-18 | |
| 229146 | 8.5 MB (487.3 KB) | 69 ~7 | Changes on 2026-05-04 | |
| 204153 | 8.5 MB (1.1 MB) | 69 ~3 | Changes on 2026-04-23 | |
| 204152 | 8.3 MB (1.4 MB) | 69 ~8 | Changes on 2026-04-23 | |
| 204082 | 8.3 MB (1.5 MB) | 69 +2 ~19 | Changes on 2026-04-23 | |
| 203763 | 8.3 MB (6.5 MB) | 67 +4 ~4 | Changes on 2026-04-22 | |
| 203741 | 2.5 MB (23 KB) | 63 ~2 | Changes on 2026-04-22 | |
| 203739 | 2.5 MB (39.4 KB) | 63 ~3 | Changes on 2026-04-22 | |
| 203728 | 2.5 MB (799 KB) | 63 +1 ~12 | Changes on 2026-04-22 | |
| 203577 | 2.6 MB (2.5 MB) | 62 +33 ~11 -1 | Changes on 2026-04-22 | |
| 203534 | 222.4 KB (152.6 KB) | 30 +19 ~4 | Changes on 2026-04-22 | |
| 202745 | 72.9 KB | 11 +11 | Changes on 2026-04-20 |
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