Island — analytic sky + lit flow water

Preetham sky with procedural clouds under our own WebGPU renderer, and flow-based reflect+refract water on a lit PhysicalNodeMaterial: depth-aware refraction (shallows glow and fade with depth) and screen-space reflections, with per-light shadowed specular emergent from the scene lights — so the sun (and any light) glints, shadowed by the island. Presets retarget every uniform and the engine damps toward them, so switching plays as a timelapse. Drag to orbit, scroll to zoom.

Clear trade-wind day: low turbidity, high sun, scattered fair-weather clouds; the shallows glow turquoise over the shelf and fade with depth.

Scene colour/depth:pass = idiomatic RenderPipeline (opaque → water+MRT → composite) · two-stage = original manual RT + blit baseline