Treat water as geometry motion, surface orientation, and a participating optical layer. A blue transparent material is not a water system.
This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.
For large stochastic seas driven by directional spectra and GPU FFTs, use
$threejs-spectral-ocean instead.
Read references/water-surface-system.md for the authored displacement/normal contract, optical hierarchy, side-aware refraction, absorption fallback, and diagnostic channels.
Read the interactive pool volume implementation for bounded RGBA height/velocity/normal simulation, local drops, moving-sphere displacement suitable for draggable objects, differential-area caustics, and in-shader pool/water/sphere ray tracing against the pool bounds and sphere.
Use $threejs-spectral-ocean for stochastic directional spectra, FFT
cascades, Jacobian breaking, persistent ocean foam, and any interface the camera
crosses — this skill's heuristic screen-refraction offset assumes a bounded
volume seen from air, and an open interface needs that skill's forward
projection instead. Use
$threejs-precipitation-surfaces for rain-driven puddle wetness, ripple masks,
and weather-coupled splashes on ground surfaces. This skill owns authored
analytic waves, bounded heightfield simulation, ray-traced pool-volume optics,
and bounded-water optics.