@equinor/videx-3d
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    Class OceanBedMaterial

    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 opacity uniform, callers must mirror the alpha onto material.opacity to drive that routing.

    Wired for the OITRenderPass via attachOitVariants (variants share this material's uniforms by reference, so animated uniforms stay live).

    Hierarchy

    • ShaderMaterial
      • OceanBedMaterial
    Index

    Constructors

    Properties

    isOceanBedMaterial: boolean = true

    Accessors

    • get duneSharpness(): number

      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.

      Returns number

    • set duneSharpness(value: number): void

      Parameters

      • value: number

      Returns void

    • get duneStrength(): number

      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.

      Returns number

    • set duneStrength(value: number): void

      Parameters

      • value: number

      Returns void