Expand description
Scene-side water surface: one transparent proxy sphere per planet driving the
analytic water_surface.gdshader.
The proxy mesh is geometry-irrelevant — the shader computes the true smooth
sea-level sphere analytically. The proxy just needs to over-cover that
sphere’s silhouette, so a low-segment SphereMesh at water_radius * margin
is plenty. Per-frame we push the planet center, the live water_radius
(recomputed from the builder’s water level), the sun direction, and the look
uniforms (all sourced from the active CesBuilder).
Structs§
- Water
Params - Tunable look params pushed to the water material each frame (read from the active builder’s water exports; the rest use the shader’s own defaults).
- Water
Runtime