sub_floor
Polished studio floor surface shader for the substance part. Near-black tiles on the pedestal grid pitch with thin emissive seams (music-driven via `seam_glow`, fading with distance from the array), brushed micro-roughness variation, and a fresnel-weighted mirror term compositing…
sub_floor
Polished studio floor surface shader for the substance part. Near-black
tiles on the pedestal grid pitch with thin emissive seams (music-driven via
seam_glow, fading with distance from the array), brushed micro-roughness
variation, and a fresnel-weighted mirror term compositing three analytic
reflections over the shared studio_env(): the sphere array (reflected ray
marched to the sphere plane, nearest grid sphere intersected and shaded with
the same array_albedo() ramp sub_sphere uses), the obelisk's four emissive
strip columns (closest-approach glow, following the obelisk's rotation via
obelisk_rot), and the cove itself blurred by local roughness.
Scoped to this part · feeds back into the world's score.