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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

rift_core

The mouth of an arcane rift on a flat ground plane: a jagged, breathing, lens-shaped tear with a white-hot rim, a parallax churning abyss inside, and a halo of light on the ground. It uses a premultiplied blend: the abyss covers the ground (alpha 1) and the halo only adds light (…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

rift_core

The mouth of an arcane rift on a flat ground plane: a jagged, breathing, lens-shaped tear with a white-hot rim, a parallax churning abyss inside, and a halo of light on the ground. It uses a premultiplied blend: the abyss covers the ground (alpha 1) and the halo only adds light (alpha 0).

The plane's UV is mapped to metres through plane_size_x and plane_size_z. The tear's outline is a lens half_length long and half_width wide each side of its centre line, fullest in the middle and pinched at the tips, with a jagged edge from rift_noise fBm that differs on each lip and grinds slowly with time, and a slow breathing of its width. Inside, the abyss is three layers of swirling, twisted noise seen at depths 0.25, 0.9 and 2.2 below the surface along the view ray, so it reads as a shaft going down; the layers mix deep_color and mid_color and carry thin hot_color filaments, with a darker core along the centre line. The rim is a flickering white-hot lip over a hot_color sheath, and outside it a mid_color halo with licking tongues of light spreads over the ground. The whole result fades out toward the plane's edges and is scaled by gain.

The arcane_rift graph (rift/arcane_rift.procGraph) draws its mouth output with it through coreMat (premultiplied, culling off, depth writes off) on a 7 by 4 plane lifted 0.015 above the ground, with gain wired to the graph's intensity input. In the Procgen Effects Showcase world, the fx_rift scene plays the graph.

The shader includes rift_noise with #include "rift_noise".

Properties

PropertyTypeDefaultMeaning
gainfloat1.0Multiplies the output colour (range 0 to 20).
half_lengthfloat2.1Half-length of the tear along X, in metres of the plane.
half_widthfloat0.62Half-width of the tear at its fullest.
plane_size_xfloat7.0Size of the plane along X, mapping UV to metres.
plane_size_zfloat4.0Size of the plane along Z, mapping UV to metres.
deep_colorcolor[0.02, 0.0, 0.08, 1]Darkest colour of the abyss.
mid_colorcolor[0.5, 0.09, 1.5, 1]Swirl colour of the abyss, tint of the rim and colour of the ground halo.
hot_colorcolor[1.2, 1.6, 4.0, 1]Colour of the abyss filaments and the rim's sheath.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionMouth of an arcane rift on the ground: a jagged breathing tear with a white-hot rim, a parallax swirling abyss and a halo.

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shadermodule · born here
❒asset
# rift_noise Precision-safe integer-hash value noise and fbm (2D, 3D, and y-periodic variants for seamless time scrolling) shared by the arcane rift shaders. The hashes are integer PCG hashes of the lattice cell, so they stay crisp however large the coordinates grow, and every 2D noise can wrap along y with a period in lattice cells, so a field scrolled by time loops seamlessly. The interpolation is the smoothstep curve `f * f * (3 - 2 * f)`. A shader includes it with: ```wgsl #include "rift_noise" ``` The asset folder holds the same source as `module.wgsl` and `init.wgsl`. ## Functions | Function | Arguments | Returns | |---|---|---| | `rn_pcg(v)` | `v: u32` | A PCG-hashed `u32`. | | `rn_hash2(c)` | `c: vec2i`, a lattice cell | A hash of the cell as an `f32` between 0 and 1. | | `rn_hash3(c)` | `c: vec3i`, a lattice cell | A hash of the cell as an `f32` between 0 and 1. | | `rn_noise2p(p, period)` | `p: vec2f`, `period: i32` | 2D value noise between 0 and 1. With `period` above 0, the lattice wraps along y every `period` cells. | | `rn_noise2(p)` | `p: vec2f` | `rn_noise2p(p, 0)`: 2D value noise with `period` 0. | | `rn_fbm2(p)` | `p: vec2f` | Five octaves of `rn_noise2` with amplitudes 0.5, 0.25, 0.125 and so on; each octave rotates and scales the point by the matrix (1.6, 1.2, -1.2, 1.6) and offsets it. | | `rn_fbm2p(p, period)` | `p: vec2f`, `period: i32` | Four octaves of `rn_noise2p`, the frequency and the period doubling each octave so every octave wraps along y with the base period. | | `rn_noise3(p)` | `p: vec3f` | 3D value noise between 0 and 1. | | `rn_wrap(t, period)` | `t: f32`, `period: f32` | `t` wrapped into [0, period), to keep a time-scrolled coordinate small. | ## Used by - `rift_core`: `rn_fbm2` and `rn_noise2` for the tear's jagged edge, the abyss swirl, the rim flicker and the halo tongues. - `rift_crack`: `rn_wrap` for the surge trains and `rn_noise2` for the flicker. - `rift_mote_cluster`: `rn_hash3` for each sub-mote's id and `rn_wrap` for its orbit and twinkle. - `rift_plume`: `rn_wrap` and `rn_fbm2p` with a period of 16 for the climbing wisps.
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package · born here
❒asset
# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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