OptionalskyOptionallodPer-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).
OptionalsunOverride how the feature picks the sun. Defaults to the scene's first DirectionalLight.
OptionaldynamicPersistent 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).
OptionalfftFFT-spectrum heightfield (Phillips spectrum + per-frame time-evolved direct DFT). Pass an options object to enable.
OptionalfftSecondary FFT layer at a different tile size / wind
for breaking up the visible repeat of fftSim.
OptionalseafloorAnalytical 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.
OptionalunderwaterUnderwater curtain. Pass an options object to enable; the pass tints HDR with absorption when the camera dips below the ocean rest plane.
OptionalchunkTessellation density per LOD chunk. Default 32 (matches Crest).
OptionalwavesInitial wave spectrum.
OptionallookInitial surface look.
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
setReflectionProbeViewwith a real cube so the shader actually has something to reflect.