Gessa Docs
Creator · Graphics

Guide

Water

Water is authored with WaterComponent.
engine v1.0.234Copy for LLM

Component Fields

Water carries bounds, surface level, wave profile, shallow/deep color, transparency, normal map reference, reflection mode, refraction mode, shore foam strength, and depth-blend distance.

Rendering

WebGL and WebGPU share physical water shading and the same visible water feature contract. WebGPU uses storage-buffer wave compute only for screen-reflection water when the authored scene and quality policy request that higher path; planar and lower reflection modes use the shared physical path.

Reflections And Refraction

Reflection modes include none, cheap, planar, cube, and screen. Refraction can sample screen information on the higher path or fall back to color/UV displacement on lower paths.

Shore Blending

Depth blend and foam settings help water meet terrain and props without harsh edges. These features are quality-gated and visible in profiler counters.

Tuning

Use screen reflections only for hero water surfaces that justify the cost. Use planar, cheap, or none for small puddles, background water, or mobile-heavy scenes. Keep normal maps compressed and shared across water surfaces where possible.

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