OptionalvectorSustained wind in world units/sec, as an XZ vector. Default (1.6, 0.9).
OptionalheadingSustained wind as a heading in radians, measured from +X toward +Z. Applied with WindOptions.speed; either may be given alone.
OptionalspeedSustained wind speed in world units/sec. Applied with WindOptions.heading.
OptionalgustinessHow far gusts swing the surface wind either side of the sustained value, as a fraction of it. 0 is a dead-steady breeze. Default 0.35.
OptionalgustSeconds between gust peaks. Default 7.
OptionalturbulenceHow far, in radians, gusts swing the surface wind's direction either side of the sustained heading. Default 0.12 (about 7°).
OptionalreferenceThe speed that counts as a full wind — the one Wind.strength reports as 1, and that a sway amplitude is authored against. Default 5.
OptionalswaySway oscillation rate in radians/sec at the reference speed. Default 2.6.
OptionalwaveDistance in world units between successive gust crests as they travel downwind. Sets how big a patch of wood leans together. Default 26.
OptionalwaterFraction of the wind speed at which a water surface's ripple pattern marches downwind. Default 0.02.
Tiny, and for a reason worth knowing before raising it: the liquid shaders
sample their surface noise at worldXZ * 4.5, so one world unit of drift
carries the pattern across four and a half noise features. The water's
own wave animation runs at 0.2 noise-units/sec, and anything much past
that stops reading as a breeze over a lake and starts reading as a river
in spate. At this default a stiff wind adds roughly a third of a feature
per second — a visible march that still sits under the water's own motion.
How the world's wind blows. Unset fields keep their current value.