GitPedia

Bevy water

Dynamic ocean material for Bevy.

From Neopallium·Updated June 18, 2026·View on GitHub·

Dynamic water material (with waves) for [Bevy](https://bevyengine.org/). The project is written primarily in Rust, first published in 2022. Key topics include: bevy, ocean, shader, water, waves.

bevy_water

Dynamic water material (with waves) for Bevy.

Example

A fleet of pirate ships moving with the waves.

bash
cargo run --release --example pirates

showcase

Dutch ship model from polyhaven (CC0)

WASM examples

See the WebGPU and WebGL versions online here

Setup

sh
rustup target add wasm32-unknown-unknown cargo install wasm-bindgen-cli

Build & Run

Following is an example for pirates. For other examples, change the pirates in the
following commands.

WebGPU:

sh
RUSTFLAGS="--cfg=web_sys_unstable_apis" cargo build --release --example pirates \ --target wasm32-unknown-unknown \ --no-default-features --features webgpu,embed_shaders,depth_prepass echo "wasm-bindgen" wasm-bindgen --out-name pirates_webgpu \ --out-dir examples/wasm/target \ --target web target/wasm32-unknown-unknown/release/examples/pirates.wasm echo "Optimize wasm" wasm-opt --strip-debug --vacuum -Oz \ -o ./examples/wasm/target/pirates_webgpu_bg.wasm ./examples/wasm/target/pirates_webgpu_bg.wasm

WebGL2:

sh
cargo build --release --example pirates --target wasm32-unknown-unknown \ --no-default-features --features webgl2,embed_shaders echo "wasm-bindgen" wasm-bindgen --out-name pirates_webgl2 \ --out-dir examples/wasm/target \ --target web target/wasm32-unknown-unknown/release/examples/pirates.wasm echo "Optimize wasm" wasm-opt --strip-debug --vacuum -Oz \ -o ./examples/wasm/target/pirates_webgl2_bg.wasm ./examples/wasm/target/pirates_webgl2_bg.wasm

Then serve examples/wasm directory to browser. i.e.

sh
# cargo install basic-http-server basic-http-server examples/wasm

Features

  • Moving 3d waves (vertex height offset).
  • Get the wave height using get_wave_point to dynamically move objects based on the water height.
  • Tileable - allows for adding/removing tiles of water for endless ocean.
  • Normals calculated based on wave height for lighting.
  • Imports bevy_pbr::* shader for lighting/shadow support.

Ideas/Improvements

  • Improve water color/texture.
  • Heightmap support to adjust waves based on water depth.
  • Mask texture to remove water from areas that shouldn't have water.
  • Volumetic water below the surface.
  • Dynamic depth buffer for objects partially below the surface (boats, peers). Render pass?

Versions

  • Bevy 0.18: bevy_water = "0.18"
  • Bevy 0.17: bevy_water = "0.17.2"
  • Bevy 0.16: bevy_water = "0.16"
  • Bevy 0.15: bevy_water = "0.15"
  • Bevy 0.14: bevy_water = "0.14"
  • Bevy 0.13.1: bevy_water = "0.13"
  • Bevy 0.12: bevy_water = "0.12"
  • Bevy 0.11: bevy_water = "0.11"
  • Bevy 0.10: bevy_water = "0.10"
  • Bevy 0.9: bevy_water = "0.9"
  • Bevy 0.8: bevy_water = "0.8"

Contributors

Showing top 7 contributors by commit count.

View all contributors on GitHub →

This article is auto-generated from Neopallium/bevy_water via the GitHub API.Last fetched: 6/28/2026