Taos API Reference
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    Interface OceanFeatureOptions

    interface OceanFeatureOptions {
        skyTexture?: Texture;
        lod?: Partial<OceanLodConfig>;
        sun?: () => { direction: Vec3; color: Vec3; intensity: number } | null;
        dynamicSim?: OceanDynamicSimOptions;
        fftSim?: OceanFftSimOptions;
        fftSim2?: OceanFftSimOptions;
        seafloorY?: number;
        underwater?: OceanUnderwaterOptions;
        chunkSubdivisions?: number;
        waves?: OceanWaveSpec[];
        look?: Partial<OceanLookSettings>;
    }

    Hierarchy (View Summary)

    Index

    Properties

    skyTexture?: Texture

    Sky panorama sampled for the surface reflection when no reflection probe is wired in. Optional — when omitted, a 1×1 dummy panorama is bound and the host is expected to call setReflectionProbeView with a real cube so the shader actually has something to reflect.

    lod?: Partial<OceanLodConfig>

    Per-LOD math. Defaults to 7 LODs, baseScale 16 m, 256 texels, min 2 texels per wave — gives a 2 km outer extent with the spectrum spanning ~0.5..64 m wavelengths (matches defaultOceanWaves).

    sun?: () => { direction: Vec3; color: Vec3; intensity: number } | null

    Override how the feature picks the sun. Defaults to the scene's first DirectionalLight.

    Persistent dynamic-wave + foam sim. Pass an options object to enable; omit to disable (the pass still runs but with zero strength so the surface samples a flat zero contribution).

    FFT-spectrum heightfield (Phillips spectrum + per-frame time-evolved direct DFT). Pass an options object to enable.

    Secondary FFT layer at a different tile size / wind for breaking up the visible repeat of fftSim.

    seafloorY?: number

    Analytical seafloor Y (world units). When set, the surface fragment uses this to derive a deep-water depth fog at pixels where the rendered scene is the sky. Default −25 m.

    underwater?: OceanUnderwaterOptions

    Underwater curtain. Pass an options object to enable; the pass tints HDR with absorption when the camera dips below the ocean rest plane.

    chunkSubdivisions?: number

    Tessellation density per LOD chunk. Default 32 (matches Crest).

    waves?: OceanWaveSpec[]

    Initial wave spectrum.

    Initial surface look.