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asset⌬ materialmaterialprimary: mat.yaml·originates fromworld 0fc7535e-6…

dragon_stone

Stone material for the dragon head sculpture in the `fx_breath` scene. 39 entities under the `dragon` parent wear it: the skull, throat, upper and lower jaw, chin, snout tip, two brows, two cheeks, two horns, two small horns, four spine cones, twenty teeth and the plinth. They ar…

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

dragon_stone

Stone material for the dragon head sculpture in the fx_breath scene. 39 entities under the dragon parent wear it: the skull, throat, upper and lower jaw, chin, snout tip, two brows, two cheeks, two horns, two small horns, four spine cones, twenty teeth and the plinth. They are built-in rounded boxes and cones, and a cube for the plinth.

Shader: castle_stone (castle_stone.shader). Its README describes procedural masonry in world space: running-bond blocks, bevelled joints, grain, pitting and soot stains climbing from the ground. It picks its projection plane from the dominant normal axis, so walls, plinths and carved forms read as one stone. It is an engine-lit surface() shader with metallic fixed at 0. The castle_stone material is the other material on this shader.

Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.

Properties

  • tint: [0.62, 0.66, 0.6, 1.0]: multiplied into the stone albedo; it darkens the stone and shifts it slightly toward green.
  • block_size: [2.4, 1.2]: block width and row height in world units (default [1.3, 0.62]); the shader varies each row's block width between 0.85 and 1.35 times the first value.
  • roughness: 0.8: perceptual roughness (default 0.92).
  • soot_height: 1.0: world height where the soot stain fades out (default 3.5); the soot is strongest at y = 0.

Interface

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionDarker, larger-block material on the castle_stone masonry shader, used for the stone dragon head (skull, jaws, horns, teeth) in fx_breath.

Sub-parts

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shader · born here
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# castle_stone Procedural masonry in world space: running-bond blocks, bevelled joints, grain, pitting and soot stains climbing from the ground. Picks its projection plane from the dominant normal axis, so walls, plinths and carved forms read as one stone. It is an engine-lit `surface()` shader that fills a `PbrSurface` with albedo, normal, roughness and metallic 0. Up-facing surfaces take the world XZ plane, X-facing surfaces the ZY plane and Z-facing surfaces the XY plane, each with its own salt so the three patterns differ. Odd courses are staggered by half a block, every course gets a random offset and a block width between 0.85 and 1.35 times `block_size.x`, and each block gets its own grey between `(0.20, 0.20, 0.21)` and `(0.34, 0.33, 0.32)` with a random green-grey tint, shaded by a five-octave value-noise grain and a broad blotch layer. Joints are near-black `(0.03)` with a soft bevel into the face. The normal is tilted by the grain's slope and by the bevel at each block edge. Below `soot_height` the stone darkens toward 0.12 of its colour, with the soot strongest at world height 0 and broken up by noise. Two materials use it, and the `fx_breath` scene builds its castle from both: `castle_stone` (white tint, the property defaults) and `dragon_stone` (tint `(0.62, 0.66, 0.6)`, blocks 2.4 by 1.2, roughness 0.8, soot up to height 1.0). ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `tint` | color | [1, 1, 1, 1] | Multiplies the albedo (rgb). | | `block_size` | float2 | [1.3, 0.62] | Block width (x) and course height (y) in world units. | | `roughness` | float | 0.92 | Perceptual roughness of the whole surface. | | `soot_height` | float | 3.5 | World height below which soot stains darken the stone, rising in strength toward height 0. |
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backing path · dragon_stone.material

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