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# vlt_stone
The crypt's masonry, computed rather than textured. Ashlar coursing in running
bond, grime, large slow stains that cross many courses, moss gathering in the
joints, damp streaks and a tide line where the flood has stood for two hundred
years — all of it from world position, so one shader dresses the well's curved
wall, a flat flagstone floor, a dressed pier and a block of fallen masonry with
no UVs authored anywhere. `cylindrical` unwraps a surface around the world Y
axis so coursing runs continuously around an enclosure with no triplanar seam;
`wet_line` and `wet_depth` set where the stone stops being wet, and everything
below goes dark and mirror-smooth. `dark_top` takes the albedo down with height
so a deep shaft loses its walls to the dark instead of to flat grey.
Consumed by `vlt_wall`, `vlt_floor`, `vlt_pier` and `vlt_rubble`.
▲ 0↑ born
backing path · art/vault/vlt_pier.material
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quality—
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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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