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Water System ​

Water

RedGPU provides a physically based water (Water) system that integrates seamlessly with terrain (Landscape) and standard 3D scenes.

Using 2-Pass rendering that captures the background color and depth buffers immediately after opaque geometry rendering, it handles depth-based light attenuation (Beer-Lambert), underwater refraction, caustics, Screen Space Reflections (SSR), and real-time wave ripple interactions.


Key Components ​

CategoryClassDescription
Lake Surface MeshLake (RedGPU.Water.Lake)Lake water mesh supporting vertex waves and GPU 2D wave simulation (object collision ripples)
Optical Water MaterialLakeMaterialAutomatically assigned to lake.material; controls depth colors, turbidity, refraction, normal maps, caustics, and SSR


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