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 seas with spectral cascades, coastal breakers or camera-medium
crossings, use $threejs-spectral-ocean. This skill also owns the air-sidephotoreal-water shallow-water compositor.
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.
Read the photoreal water implementation
for gravity-capillary FFT waves, touch ripples, RGB caustics, refracted pebble-bed
radiance and aperture diffraction glare. Read
references/photoreal-water.md for its pass,
coordinate, filtering, integration and diagnostic contracts.
height normals;
Use $threejs-spectral-ocean for large spectral cascades, Jacobian breaking,
persistent ocean foam and camera-medium crossings. The photoreal-water
example uses an FFT patch for shallow-water optics viewed from air; it does
not implement underwater viewing. The analytic screen-refraction recipe also
assumes an air-side camera above a bounded volume. Use$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.