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…
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.
Scoped to this part · feeds back into the world's score.