Ambient light floor (0..1).
Bed opacity (also mirror onto material.opacity for OIT routing).
Dune ridge propagation direction in world X/Z.
Extra crest/trough albedo banding (0 = off). Lightens the dune crests and darkens the troughs on top of the normal-based shading for a stronger sense of relief; follows the same footprint fade so it also vanishes far out.
Sand-dune relief strength (0 = off). Perturbs the shading normal by the analytic slope of a procedural, footprint-anti-aliased dune height field, so the bed reads with subtle relief up close and fades to flat far out.
Base dune crest spacing in meters.
Strength of the water tint on the water-facing side (0..1).
OIT-compatible sea-bed material for the bottom face of an ocean box. Applies simple sun-direction diffuse shading so the procedural bed relief is visible, tints the water-facing (top) side toward the water colour, and keeps the underside a light sandy/yellowish colour. Rendered double-sided.
At opacity 1 the OITRenderPass routes it through the opaque pass (writing depth), so it occludes geometry below it; lower opacity keeps it in the transparency passes so subsurface geometry shows through. Because the material has no
opacityuniform, callers must mirror the alpha ontomaterial.opacityto drive that routing.Wired for the OITRenderPass via attachOitVariants (variants share this material's
uniformsby reference, so animated uniforms stay live).