op_red
Material for the outpost under the energy-shield dome in the `fx_shield` scene (the `Outpost` entity at (110, 0, 150), the dome's centre). One entity wears it: `mast_beacon`, the small sphere at the top of the `mast` under `Outpost`.
op_red
Material for the outpost under the energy-shield dome in the fx_shield scene (the Outpost entity
at (110, 0, 150), the dome's centre). One entity wears it: mast_beacon, the small sphere at the
top of the mast under Outpost.
Shader: the built-in pbr shader (@builtin::shaders.pbr), the engine's standard physically based
material: the glTF metallic-roughness workflow lit by the shared pbr_shading model. Its glow
output is emissive times emissive_intensity (default 1.0) times the emissive texture (default
white).
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
base_color: { r: 0.2, g: 0.02, b: 0.02, a: 1.0 }: albedo, a dark red.emissive: { r: 4.0, g: 0.1, b: 0.05, a: 1.0 }: red glow colour, above 1 in red.roughness: 0.4: perceptual roughness.metallic: 0.0: dielectric.
Scoped to this part · feeds back into the world's score.