Water System

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
| Category | Class | Description |
|---|---|---|
| Lake Surface Mesh | Lake (RedGPU.Water.Lake) | Lake water mesh supporting vertex waves and GPU 2D wave simulation (object collision ripples) |
| Optical Water Material | LakeMaterial | Automatically assigned to lake.material; controls depth colors, turbidity, refraction, normal maps, caustics, and SSR |