# Water surface an animated Gerstner sea refracting the scene below it. ```{raw} html ▶ Run in browser ``` **Tags:** `3d` `water` `gerstner` `refraction` `transparent` A WaterSurface3D is a built-in transparent pass (its own shader pair, design D16), NOT a ShaderMaterial. Its vertex stage tessellates a grid and displaces it by a sum of four Gerstner waves whose direction + strength come from the WorldEnvironment wind and whose phase comes from the frame clock. Its fragment stage refracts the submerged geometry (sampling the scene colour/depth copy that the surface's presence switches on), fades from a shallow tint to a deep tint with water depth, mixes a Fresnel reflection, and foams where the water meets the shore. Submerged pillars and a sloped floor show the depth fade, refraction wobble and shore foam; the wind drives the swell. Usage: uv run python examples/features/3d/water.py ## Source ```{literalinclude} ../../examples/features/3d/water.py :language: python :linenos: ```