Water
Keep the shader.
JONSWAP-inspired waves, analytical normals, Fresnel reflection, scatter, foam, fog, and tone mapping stay as the web visual baseline.
V2 now owns the water with a PandoraChat-style WebGL ocean shader. V3 is the production gate for the rest of the world: Godot or Blender-authored GLB assets, rigged Alhena, rigged black lab, coherent shoreline terrain, and browser-safe deployment before promotion.
JONSWAP-inspired waves, analytical normals, Fresnel reflection, scatter, foam, fog, and tone mapping stay as the web visual baseline.
Beach, dock, bar, house, foliage, rod, fish, and props need authored meshes and PBR materials, not more card layers.
Alhena and the black lab need skeletal animation, blendshapes, gait/idle states, and believable shadows before promotion.