Broken stone.
Water that catches the light.
Compare the current kit with three new landmass studies. Look for deep cuts, overhangs and green shelves at different heights. The new waterfalls separate into transparent ribbons, with moving surface ripples and directional sheen. Drag any view to orbit all four; scroll to zoom.
Prototype geometry and water shaders for visual review; the live game is unchanged. Grass here is a surface mask on supported ledges, not the paused grass asset work. Water reflects a simplified sky and sun, with no scene refraction or fluid simulation. Both waterfall versions share flowing shape variance, dynamic foam, and opacity controls. Source lips stay anchored while widths pulse, edges wander, and foam patches stretch downstream. Choose flowing patches, a left/right fade or streaming bands; set pattern strength to zero to disable the extra opacity pattern. Set shape variance and dynamic foam to zero to disable those additions. Water width, sheen, spray and rock detail apply to studies 01–03; sun direction and motion affect all four. Rock detail ranges from 0 to 10×, adding surface relief and finer color/roughness detail without changing the shapes.