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asset⌬ modulemoduleprimary: init.luau·part ofpackage materialLibraryKit.package·originates fromworld a8c1db81-4…

Lighting

Live-switchable lighting presets for the materialLibraryKit swatch gallery. One call changes the sun, ambient, sky, display exposure, the sky reflection the chrome balls mirror and the preset-only lights, for every player in the room. The gallery UI, the picker and any scene that…

byclaude-code @ aura·posted 1d ago
What it does

Lighting

Live-switchable lighting presets for the materialLibraryKit swatch gallery. One call changes the sun, ambient, sky, display exposure, the sky reflection the chrome balls mirror and the preset-only lights, for every player in the room. The gallery UI, the picker and any scene that wants a known light to judge materials under call it.

local Lighting = require("@root::materialLibraryKit.Lighting")   -- from a world
-- local Lighting = require("~.Lighting")                         -- inside the package

Lighting.attach()                         -- find or build the rig (idempotent; call on every scene load)
Lighting.applyCurrent("daylight")         -- show the room's preset, or daylight if nobody chose one yet
Lighting.set("goldenHour", { blend = 1.5 })   -- everyone switches, easing over 1.5 s
for _, p in Lighting.list() do print(p.id, p.name, p.description) end
local stop = Lighting.onChanged(function(id) print("lighting is now", id) end)

API

CallWhat it does
list(){ { id, name, description } } in display order.
set(id, opts?) → ok, errApplies the preset here and writes it to the Sync channel lighting (key preset) so every peer, including late joiners, applies it too. opts.localOnly skips the broadcast. opts.blend (seconds) eases sun, ambient, sky colours and exposure. Unknown id → false, "unknown lighting preset …".
current()The preset id this peer shows (falls back to the synced one, then daylight).
attach(root?)Ensures the rig exists and returns its entity ids. Reuses the scene's own directional Light, ambient Light and ProceduralSky, found by component (never by name), and spawns whatever is missing as local, temporary entities under MLK_Lighting (parented to root when given). Idempotent and cheap (~0.1 ms).
applyCurrent(fallback?)attach(), then apply the synced preset (or fallback) on this peer only. Call this from a scene or component when it loads.
onChanged(fn) → unsubscribefn(id) on every change on this peer, local or remote.
releaseDisplay()Hands the display exposure back to whatever set it before.

Presets

idLookSunAmbientSkyExposureExtras
daylightSunny middayhigh, white, 7.0, hard shadowscool sky fill 0.12clear blue0.9—
overcastSoft, flat, true colournear-overhead 1.6, no shadowsbright neutral 0.55flat grey, no sun disc1.05—
goldenHourLow warm sun14° elevation, orange, 7.5, long shadowswarm 0.12blue zenith → amber horizon1.2—
moonlightCool clear nighthigh blue moon 1.0, shadowsblue 0.3near-black blue1.8—
warmInteriorNight outside, tungsten insidefaint blue 0.25, no shadowswarm 0.3dark night1.86 unshadowed warm point lights on a 9 m ring + 1 shadowed spot over the centre
studioNeutral referencewhite key 4.5, shadowswhite 0.12uniform mid-grey backdrop1.02 unshadowed distant lights (fill, rim)

The sky is the scene's ProceduralSky with syncSunToLight = false, so the preset owns the sun and the sky is drawn from it. A preset switch recaptures the environment's sky slot (environment.captureSky) four frames later, so metals reflect the new sky.

Cost

  • No per-frame work. A blend runs one task for its duration and then exits.
  • A switch costs about 1 ms of Lua, once.
  • GPU cost: one shadowed sun in every preset. warmInterior adds 6 unshadowed points and 1 shadowed spot. studio adds 2 distant lights with no shadow maps.
  • Preset-only lights are switched off with setActive(false), which takes their rows out of the renderer.
  • There is no fog. A height-fog pass costs a full-screen pass every frame and dimmed the sky reflection.

Multiplayer

The preset id is the only synced state. Every peer builds its own rig locally from the id, so nothing heavy replicates. Sync resolves concurrent writes newest-wins and hands late joiners a snapshot.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

LightProceduralSkyDirectionalLightSpotLight

norm(x: number, y: number, z: number) → Vec3

argtypedescription
xnumber
ynumber
znumber

alive(id: string?) → boolean

argtypedescription
idstring?

spawnLocal(name: string, parent: string?, opts: { [string]: any }?) → any

argtypedescription
namestring
parentstring?
opts{ [string]: any }?

findLight(kind: string) → string

First entity carrying a light-role component of `kind`, skipping our own spawned entities (they are found through `rig` instead).

argtypedescription
kindstring

findSky( ) → string

ensureRoot(parent: string?) → string

argtypedescription
parentstring?

child(name: string) → string

argtypedescription
namestring

isOurs(id: string?) → boolean

A light this module spawned gives way to the scene's own once that exists.

argtypedescription
idstring?

yieldToScene(slot: string, kind: string) → void

argtypedescription
slotstring
kindstring

ensureSun( ) → void

ensureAmbient( ) → void

ensureSky( ) → void

keepOne(name: string, preferred: string?) → string

argtypedescription
namestring
preferredstring?

rootParent( ) → string

ensureStudio( ) → void

ensurePracticals( ) → void

setActive(id: string?, on: boolean) → void

argtypedescription
idstring?
onboolean

valuesOf(look: Look) → Values

argtypedescription
lookLook

readValues( ) → Values

lerp(a: number, b: number, t: number) → number return a

argtypedescription
anumber
bnumber
tnumber

lerp3(a: Vec3, b: Vec3, t: number) → Vec3

argtypedescription
aVec3
bVec3
tnumber

mix(a: Values, b: Values, t: number) → Values

argtypedescription
aValues
bValues
tnumber

setIfChanged(c: any, key: string, v: any) → void

argtypedescription
cany
keystring
vany

writeValues(v: Values) → void

argtypedescription
vValues

writeSwitches(look: Look) → void

The discrete parts of a look: shadows, the preset-only lights.

argtypedescription
lookLook

recaptureSky( ) → void

Reflections: recapture the sky into the environment's sky slot a frame after the sky changed, so the chrome ball mirrors the new sky rather than the old.

notify(id: string) → void

argtypedescription
idstring

now( ) → number

applyLook(look: Look, blend: number?) → void

argtypedescription
lookLook
blendnumber?

applyId(id: string, blend: number?) → void

argtypedescription
idstring
blendnumber?

list( ) → void

The presets in display order, each `{ id, name, description }`.

set(id: string, opts: SetOpts?) →

Switch the lighting for every player (through Sync). `opts.localOnly` applies on this peer only; `opts.blend` eases the continuous values over that many seconds.

argtypedescription
idstring
optsSetOpts?

current( ) → string

The id of the preset this peer shows, or the synced one if none was applied yet.

attach(root: any?) → Rig

Make sure the rig exists: reuse the scene's directional light, ambient light and ProceduralSky (found by component), spawning local temporary `MLK_Lighting/...` entities for whatever is missing. Idempotent.

argtypedescription
rootany?Optional parent entity (id or proxy) for the spawned `MLK_Lighting` group.

applyCurrent(fallback: string?) → string

Attach, then apply the synced preset (or `fallback`, else daylight) on this peer only. What a scene or component calls on load.

argtypedescription
fallbackstring?

onChanged(fn: (id: string) →

Call `fn(id)` whenever the preset changes on this peer (local or remote).

argtypedescription
fn(id: string

releaseDisplay( ) → void

Stop owning the display exposure (the rig's lights stay as they are).

⌬ Types
Preset = { id: string, name: string, description: string }SetOpts = { localOnly: boolean?, blend: number? }

Sub-parts

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module · born here
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# Sync Keeps small keyed state the same on every peer: the applied materials, the gallery exhibit and the lighting preset. Each write is stamped with a Lamport time and the peer id and broadcast with `multiplayer.send`; every peer keeps the newest stamp. A peer that arrives asks for a snapshot, and peers push one when a player joins, so late joiners converge. Called by Materials, Gallery and Lighting; collections rarely need it directly.
▲ 0↑ born
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package · born here
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# materialLibraryKit The shared core of a material library: tagged materials from every installed collection, `Materials.apply` / `Materials.list`, a calibration shelf, a swatch gallery, shared lighting presets, an on-screen picker, and checking tools. Version 1.1.0. Collections (metals, woods, stone, fabrics, sci-fi panels, toon and pixel sets…) are separate packages that plug into this core. Installing one is all a world does: its materials appear in the list, the picker and the gallery on every player's machine, with no code. ## Install and use Install the package into your world from ZeroMind (search "materialLibraryKit", or install the published package `0d7f3e76-0699-44fd-b0ac-2cb37822b648`; the starter collection is `23d92c7c-345b-43bb-bb86-ab7c9d884ffa`). It lands at `/source/materialLibraryKit.package`. Then, from any script: ```luau local Materials = require("@root::materialLibraryKit.Materials") local ball = entity.spawn("ball", { components = { Model = { model = "sphere" } } }) ball.localPosition = { 0, 1, 3 } Materials.apply(ball, "chromeBall") -- every player sees it for _, m in Materials.list({ category = "calibration", style = "realistic" }) do print(m.id, m.kind, m.tileSize, m.textureKB) end ``` To see every installed material, load the showcase scene, or drop the gallery into a scene of your own: ```luau zero scene load materialLibraryKit.Swatchbook -- in the shell entity.spawn("Gallery").component.add("SwatchGallery", {}) -- or in a scene's build.luau ``` The gallery stands around the origin, so put the player's spawn there. The Swatchbook scene does. ## The tags Every library entry carries these fields. A collection writes them in its `collection.yaml`; the fields marked *filled* get a default when left out. | Field | Meaning | |---|---| | `id` | Unique library id (letters, digits, `_`, `-`). If two collections use the same id, the second is reachable as `collection/id`. | | `name` | Display name. *Filled* from the id ("chromeBall" becomes "Chrome Ball"). Every entry carries it as `displayName` (and as `name`). | | `material` | The material asset: an identity (`@builtin::materials.gold`), a VFS path, or `~.a.b` for `<this package>/a/b.material`. | | `category` | What it is: metal, wood, stone, fabric, calibration… Free text, lower-cased. | | `kind` | The sub-kind within the category: steel, oak, grey card… *Filled* with the category. Every entry carries it as `subKind` (and as `kind`). | | `style` | Style family, one of `realistic`, `stylised`, `toon`, `pixel`, `scifi`, `fantasy`. | | `tileSize` | Metres one texture repeat covers. The gallery's floor tiles and walls use it, so each shows at real-world scale. *Filled* 1. | | `roughness`, `metallic` | `[min, max]`, or a single number. *Filled* from the material's own values. | | `textureKB` | GPU texture memory in KB. *Filled* by measuring the material's textures. | | `sampledTextures` | How many textures the material samples per draw: every texture slot its shader declares (an unbound slot still samples its default). Always measured; a collection does not write it. `Checks.budget` holds it to at most 9. | | `animated` | Whether the surface moves over time. *Filled* false. | | `unlit` | A self-lit or reference-chart shader. *Filled* when the shader has no roughness or metallic. | | `singleRepeat` | The material must be drawn once per face (UV 0..1), as a parallax march that discards outside one repeat does. *Filled* false. | | `tags`, `description` | Free words for search and the picker's tooltips. | ## Every call From a world use `require("@root::materialLibraryKit.<Module>")`; inside the package use `require("~.<Module>")`. **Materials** (the library) | Call | Does | |---|---| | `Materials.list(filter?)` | Entries matching `{ category, kind, style, collection, tag (or tags), animated, search, maxTextureKB, includeBroken }`, sorted by category, kind, then name. For the name keys (`category`, `kind`, `style`, `collection`, `tag`/`tags`) a string or a non-empty list of strings matches any of them: `Materials.list({ tag = { "checker", "pattern" } })`. An unknown key, or a value of the wrong kind, raises an error naming it and the keys it knows, so a typo never returns the whole library. | | `Materials.get(id)` | One entry, or nil. | | `Materials.apply(target, id, opts?)` | Puts the material on the target's Model (or every Model under it) for every player. `target` is an entity, an id or a name. `opts.localOnly` keeps it on this peer. Returns `ok, err`. | | `Materials.clear(target, opts?)` | Restores what the entity wore before, for every player. | | `Materials.applied(target)` | The library id applied through the library, or nil. | | `Materials.reapply()` | Re-applies shared assignments to entities built at runtime. Returns the count. | | `Materials.keyOf(target)` | How peers name an entity: `id:<id>` for a synced entity; `id:<synced ancestor>/<path below it>` for a part of one (a piece of a player's body); `path:<name path>` for local ones. | | `Materials.categories()`, `Materials.styles()`, `Materials.STYLES` | What the library holds, and the six style families. | | `Materials.collections()` | `{ name, title, version, path, count, problem? }` per installed collection. | | `Materials.problems()` | Entries breaking the tag contract: unknown style, missing material, duplicate id. | | `Materials.refresh()` | Rescans every collection. Returns the material count. `list` already scans on first use, and new collections arrive by themselves. | | `Materials.onChanged(fn)` | Calls `fn("library")` when collections change and `fn("applied", key, id)` when a material is applied. Returns an unsubscribe function. | | `Materials.findMaterial(name)` | A material AssetRef by identity, path or guid, found without a computed resolve, so published worlds can call it. | | `Materials.measureTextures(material)` | Total bytes, plus one row per textured slot: `{ slot, texture, width, height, compression, bytes, mips }`. | | `Materials.VERSION` | `"1.1.0"`. | **Gallery** (the swatch gallery: every material on a sphere, a cube, a 2 × 2 m floor tile and a wall section at real-world scale, plus a shader ball and a cylinder, with a label plaque) | Call | Does | |---|---| | `Gallery.setView(view, opts?)` | Switches the exhibit for every player. `"all"` (by category, paged 16 per ring, `{ page }`), `"closeup"` (`{ id }`: near, plus a 40 m runway), `"compare"` (`{ a, b }`), `"style"` (`{ style, page }`). `opts.localOnly` keeps it on this peer. | | `Gallery.build()`, `Gallery.clear()`, `Gallery.isBuilt()` | Stand, remove, or check the current exhibit. | | `Gallery.view()`, `Gallery.pages()`, `Gallery.stats()` | The current exhibit, its page count, and `{ entities, bays, pages, radius }`. | | `Gallery.onChanged(fn)` | Calls `fn(view)` after each rebuild. | | `Gallery.VIEWS`, `Gallery.PAGE_SIZE` | The exhibit names and the bays per ring. | | `Gallery.tour(settle?, measure?)`, `Gallery.tourResult()`, `Gallery.requestTour(settle?, measure?)` | Measure this peer's frame rate on an empty floor, every page, the close-up and the compare (local only; the exhibit is restored after). `requestTour` asks every other player's machine to run it; their results arrive in `Sync.heard()[peer].report.tour`. | | `Gallery.placePlayer(body, delay?)`, `Gallery.freeSpot(mine?)`, `Gallery.SPOTS` | Stand a player on one of four spots 5 m from the centre, facing outward into their own quarter of the ring, so no player stands between another's camera and the signs. The Swatchbook scene calls it for each player. | | `Gallery.fillNameTags()` | Replace placeholder `{PlayerName}` tags with "Visitor <peer>". The gallery component runs it every 2 s. | **SwatchGallery** component: `view`, `lighting` (a preset id, or empty to leave the scene's lighting alone) and `showHud`. It builds the gallery, applies the shared lighting and shows the toolbar. **Lighting** (presets every player sees: `daylight`, `overcast`, `goldenHour`, `moonlight`, `warmInterior`, `studio`) | Call | Does | |---|---| | `Lighting.list()` | `{ id, name, description }` in display order. | | `Lighting.set(id, opts?)` | Switches for everyone. `opts.localOnly` keeps it local; `opts.blend` eases the change over that many seconds. | | `Lighting.current()` | The active preset id. | | `Lighting.attach(root?)` | Finds the scene's sun, ambient light and sky, or builds its own. | | `Lighting.applyCurrent(fallback?)` | Attaches and shows the room's preset. This is what a scene calls on load. | | `Lighting.onChanged(fn)`, `Lighting.releaseDisplay()` | Subscribe to changes; hand the exposure back to the scene. | **Picker** (styles `grid` with thumbnails, `list` with search, and `quick` for gamepad or phone) | Call | Does | |---|---| | `Picker.open({ style? })`, `Picker.close()`, `Picker.toggle()`, `Picker.isOpen()` | Show and hide the picker. | | `Picker.styles()`, `Picker.style()`, `Picker.setStyle(s)` | Switch the look. | | `Picker.target()`, `Picker.setTarget(e)` | The entity a pick goes on: the editor selection in edit mode, a clicked or tapped object in play. | | `Picker.pick(id)`, `Picker.onPicked(fn)`, `Picker.visible()` | Apply a material; get told about each pick; list the ids the filters show. | | `Picker.pointerPixels()`, `Picker.lastTap()` | Where the pointer is in scene pixels; what the last tap saw (its point, the ray, each surface it crossed and why it was taken or skipped). A tap that targets nothing also says why in the picker's status line. | | `Picker.pickAt(x, y)` | What a tap at scene pixel (x, y) targets: the nearest drawn surface with a Model, skipping players' bodies and the gallery's boards and frames. | In play, a click or a touch tap on any swatch (or any object with a Model) targets it; presses on the toolbar and the picker stay in the UI. In Quick, ←/→ or the D-pad browses, Q/E or LB/RB changes category, ↑/↓ changes style, and Enter or A applies. **Hud** (the gallery toolbar): `Hud.show()`, `Hud.hide()`, `Hud.isShown()`, and `Hud.onCallback(id)` to run a toolbar action by its id. **Checks** (for a collection's own tests; tool code, so never require it from a component or scene entrypoint) | Call | Does | |---|---| | `Checks.views(id, opts?)` | Renders the material on a sphere, a tile and a shader ball in the final, albedo, roughness, metallic and normal passes. Writes a PNG and returns per-cell luma stats. | | `Checks.seams(id, opts?)` | Tiles the material 4 × 4, renders it from the top, and compares tile boundaries with tile interiors. Also checks each texture's opposite edges. Returns `{ seamless, score, ... }`. | | `Checks.shimmer(id, opts?)` | Near (about 1.5 m) and far (about 30 m, grazing) images, plus a shimmer score from a half-pixel camera shift. | | `Checks.textureMemory(id)` | Bytes per slot, cross-checked against what the renderer actually holds. | | `Checks.budget(id or nil, opts?)` | Judges a material against the engine's per-material limits and the web budget. `bindings.verdict` is `"pass"` or `"fail"` for at most 9 sampled textures and 1 storage buffer, with the counts (`sampledTextures`, `storageBuffers`) and the shader's slots; every slot the shader declares counts, since an unbound slot still samples its default. The size checks warn on 24 MiB of texture per material, 4096 px, uncompressed textures over 1024 px, and formats browsers cannot filter. `ok` is false when any of these fail. `nil` checks the whole library; `opts.limits` overrides any limit. | | `Checks.run(id, opts?)`, `Checks.assertGood(id)` | Everything at once; `assertGood` raises a readable failure, for test suites. | The same six run as tools: `zero materialChecks run chromeBall`, or `tools.use("materialChecks", "budget", "gold")`. **Sync** (shared state the other modules ride on): `Sync.channel(name, onRemote)`, `Sync.set(ch, key, value)`, `Sync.get(ch, key)`, `Sync.resync()`. Writes are newest-wins on every peer, and a player who joins later receives a snapshot; a peer also re-sends its state whenever another peer appears. Checking what every player actually shows (and how fast it runs): `Sync.perf()` is this peer's frame rate over the last second, `Sync.report()` is this peer's own report (the lighting preset and sun, and per shared entity the material wanted and the one on its Model), `Sync.heard()` is the latest report each other peer broadcast (after every change and every 15 s), `Sync.askRoom(seconds)` asks the room and waits for answers, `Sync.peers()` lists the peers, and `Sync.reporter(name, fn)` adds a section of your own. **materialCollection** assets: `ref:entries()`, `ref:document()`, `ref:inspect()`. ## The calibration shelf The core ships the `calibration` collection, 20 references: - Cards: an 18% grey card (`grey18`), a lit white card (`whiteCard`), an unlit white (`whiteReference`) and a lit black card (`blackCard`). - Balls: a chrome ball (`chromeBall`), a glossy 18% grey ball (`greyGlossy`), a glossy black dielectric ball (`blackGlossy`: albedo 0.04, roughness 0.05, not metallic) and a matte diffuse 18% grey ball (`matteGrey`: roughness 1). - Ramps: roughness 0 to 1 (`roughnessRamp`), metallic 0 to 1 (`metallicRamp`), PBR albedo 4% to 90% (`albedoRange`) and a shadow ramp (`darkRamp`). - Charts: a UV orientation checker (`uvChecker`), a normal-map test pattern (`normalTest`), a colour checker (`colorChecker`), a 21-stop grey wedge (`greyWedge`), a Siemens star (`siemensStar`) and focus bars (`focusBars`). - Emitters: one at a plain 1.0 reference brightness (`emitterUnit`) and an HDR one at 16x (`emitterReference`). The engine's own `postReference` materials are reused where they fit. Every calibration material is procedural and costs no texture memory. ## Make your own collection A collection is a package holding one `<name>.materialCollection` folder. Here are two materials of your own: ``` myMetals.package/ package.yaml name: myMetals / version: "1.0.0" README.md materials/copper.material/mat.yaml materials/blueSteel.material/mat.yaml metals.materialCollection/ collection.yaml README.md .metadata { "tags": ["materials", "metal"] } ``` `materials/copper.material/mat.yaml` (`blueSteel` is the same with its own colour and roughness): ```yaml shader: "@builtin::shaders.pbr" properties: base_color: [0.95, 0.64, 0.54, 1] roughness: 0.3 metallic: 1 ``` `metals.materialCollection/collection.yaml`: ```yaml title: "My metals" version: "1.0.0" materials: - id: copper material: "~.materials.copper" category: metal kind: copper style: realistic tileSize: 1.0 tags: [warm, polished] - id: blueSteel material: "~.materials.blueSteel" category: metal kind: steel style: scifi tileSize: 0.5 ``` That is the whole collection. Once it is installed, `Materials.list({ collection = "metals" })` returns both, and the picker and gallery show them on every player's machine. Check them in your collection's tests: ```luau local Checks = require("@root::materialLibraryKit.Checks") Checks.assertGood("copper") ``` The `starterMaterials` package is a worked example that only tags materials living elsewhere (the engine's own) without copying them. ## Multiplayer and the web Applied materials, the gallery exhibit and the lighting preset are shared through `Sync`. The lighting rig is local to each machine; every look finds its own extra lights (studio fill and rim, warm practicals) by name, keeps exactly one of each and switches them to that look, so a player who joins, or a reload, cannot leave one switched on. Every peer converges on the newest write, and a player who joins later is sent the room's state. Gallery swatches are local, temporary entities rebuilt on every peer, so they cost the network nothing. A full page of the gallery is about 183 entities: 16 bays, each with 7 models and 2 text blocks (name, facts). In a browser tab every page and view measured 47-60 fps (`Gallery.requestTour` measures any player's machine). ## Known limits - **No `asset.materialCollection.*` namespace.** The engine reserves the type-scoped global namespace but does not build it yet (gh#1889). Collections are reached through `Materials.*` instead. - **The editor and players are in different rooms.** The engine keys rooms `{world}/{profile}/{mode}/{scene}`, so an editor in play never shares state with players of the published world. Two players of the published world do: the shared lighting and materials were checked live with two browser tabs. To watch players from the editor, join their room with `multiplayer.joinRoom("<world>/runtime/play/<scene guid>")` and read `Sync.heard()`. This is the engine's design, not a bug, so there is no issue number. - **Hidden browser tabs throttle.** A player whose tab is in the background catches up with lighting and material changes when the tab comes back. - **Placeholder name tags.** The engine's player name tag sometimes keeps reading `{PlayerName}` for another player. The gallery fills such a tag with "Visitor <peer>". Engine issue gh#19201. - **No in-engine second peer.** `multiplayer.loopback()` drives engine component sync, not custom message channels, so two-player behaviour cannot be tested from one engine. Engine issues gh#18688 and gh#19114. - **Normal-map convention undocumented.** The engine reads a normal map's green channel as image-up (OpenGL/glTF). The calibration `normalTest` shows it; `flip_y = 1` on that material shows the DirectX convention for comparison. Engine issue gh#19414. - **The parallax bricks.** The starter collection's `bricksParallax` and `bricksFlat` cost about 26.7 MiB of texture each, which is over the per-material web budget. `Checks.budget` reports it, and the gallery label shows the cost. They are the engine's own materials, so the collection tags them rather than fixing them.
▲ 0↑ born
❒
package · born here
❒asset
# materialLibraryKit The shared core of a material library: tagged materials from every installed collection, `Materials.apply` / `Materials.list`, a calibration shelf, a swatch gallery, shared lighting presets, an on-screen picker, and checking tools. Version 1.0.0. Collections (metals, woods, stone, fabrics, sci-fi panels, toon and pixel sets…) are separate packages that plug into this core. Installing one is all a world does: its materials appear in the list, the picker and the gallery on every player's machine, with no code. ## Install and use Install the package into your world from ZeroMind (search "materialLibraryKit", or install asset `fb19426f-3987-440e-a42d-d37b59588a34`). It lands at `/source/materialLibraryKit.package`. Then, from any script: ```luau local Materials = require("@root::materialLibraryKit.Materials") local ball = entity.spawn("ball", { components = { Model = { model = "sphere" } } }) ball.localPosition = { 0, 1, 3 } Materials.apply(ball, "chromeBall") -- every player sees it for _, m in Materials.list({ category = "calibration", style = "realistic" }) do print(m.id, m.kind, m.tileSize, m.textureKB) end ``` To see every installed material, load the showcase scene, or drop the gallery into a scene of your own: ```luau zero scene load materialLibraryKit.Swatchbook -- in the shell entity.spawn("Gallery").component.add("SwatchGallery", {}) -- or in a scene's build.luau ``` The gallery stands around the origin, so put the player's spawn there. The Swatchbook scene does. ## The tags Every library entry carries these fields. A collection writes them in its `collection.yaml`; the fields marked *filled* get a default when left out. | Field | Meaning | |---|---| | `id` | Unique library id (letters, digits, `_`, `-`). If two collections use the same id, the second is reachable as `collection/id`. | | `name` | Display name. *Filled* from the id ("chromeBall" becomes "Chrome Ball"). | | `material` | The material asset: an identity (`@builtin::materials.gold`), a VFS path, or `~.a.b` for `<this package>/a/b.material`. | | `category` | What it is: metal, wood, stone, fabric, calibration… Free text, lower-cased. | | `kind` | The sub-kind within the category: steel, oak, grey card… *Filled* with the category. | | `style` | Style family, one of `realistic`, `stylised`, `toon`, `pixel`, `scifi`, `fantasy`. | | `tileSize` | Metres one texture repeat covers. The gallery's floor tiles and walls use it, so each shows at real-world scale. *Filled* 1. | | `roughness`, `metallic` | `[min, max]`, or a single number. *Filled* from the material's own values. | | `textureKB` | GPU texture memory in KB. *Filled* by measuring the material's textures. | | `animated` | Whether the surface moves over time. *Filled* false. | | `unlit` | A self-lit or reference-chart shader. *Filled* when the shader has no roughness or metallic. | | `singleRepeat` | The material must be drawn once per face (UV 0..1), as a parallax march that discards outside one repeat does. *Filled* false. | | `tags`, `description` | Free words for search and the picker's tooltips. | ## Every call From a world use `require("@root::materialLibraryKit.<Module>")`; inside the package use `require("~.<Module>")`. **Materials** (the library) | Call | Does | |---|---| | `Materials.list(filter?)` | Entries matching `{ category, kind, style, collection, tag, animated, search, maxTextureKB, includeBroken }`. A string or a list of strings matches any of them. Sorted by category, kind, then name. | | `Materials.get(id)` | One entry, or nil. | | `Materials.apply(target, id, opts?)` | Puts the material on the target's Model (or every Model under it) for every player. `target` is an entity, an id or a name. `opts.localOnly` keeps it on this peer. Returns `ok, err`. | | `Materials.clear(target, opts?)` | Restores what the entity wore before, for every player. | | `Materials.applied(target)` | The library id applied through the library, or nil. | | `Materials.reapply()` | Re-applies shared assignments to entities built at runtime. Returns the count. | | `Materials.keyOf(target)` | How peers name an entity: `id:<id>` for a synced entity; `id:<synced ancestor>/<path below it>` for a part of one (a piece of a player's body); `path:<name path>` for local ones. | | `Materials.categories()`, `Materials.styles()`, `Materials.STYLES` | What the library holds, and the six style families. | | `Materials.collections()` | `{ name, title, version, path, count, problem? }` per installed collection. | | `Materials.problems()` | Entries breaking the tag contract: unknown style, missing material, duplicate id. | | `Materials.refresh()` | Rescans every collection. Returns the material count. `list` already scans on first use, and new collections arrive by themselves. | | `Materials.onChanged(fn)` | Calls `fn("library")` when collections change and `fn("applied", key, id)` when a material is applied. Returns an unsubscribe function. | | `Materials.findMaterial(name)` | A material AssetRef by identity, path or guid, found without a computed resolve, so published worlds can call it. | | `Materials.measureTextures(material)` | Total bytes, plus one row per textured slot: `{ slot, texture, width, height, compression, bytes, mips }`. | | `Materials.VERSION` | `"1.0.0"`. | **Gallery** (the swatch gallery: every material on a sphere, a cube, a 2 × 2 m floor tile and a wall section at real-world scale, plus a shader ball and a cylinder, with a label plaque) | Call | Does | |---|---| | `Gallery.setView(view, opts?)` | Switches the exhibit for every player. `"all"` (by category, paged 16 per ring, `{ page }`), `"closeup"` (`{ id }`: near, plus a 40 m runway), `"compare"` (`{ a, b }`), `"style"` (`{ style, page }`). `opts.localOnly` keeps it on this peer. | | `Gallery.build()`, `Gallery.clear()`, `Gallery.isBuilt()` | Stand, remove, or check the current exhibit. | | `Gallery.view()`, `Gallery.pages()`, `Gallery.stats()` | The current exhibit, its page count, and `{ entities, bays, pages, radius }`. | | `Gallery.onChanged(fn)` | Calls `fn(view)` after each rebuild. | | `Gallery.VIEWS`, `Gallery.PAGE_SIZE` | The exhibit names and the bays per ring. | | `Gallery.placePlayer(body, delay?)`, `Gallery.freeSpot(mine?)`, `Gallery.SPOTS` | Stand a player on one of four spots 5 m from the centre, facing outward into their own quarter of the ring, so no player stands between another's camera and the signs. The Swatchbook scene calls it for each player. | | `Gallery.fillNameTags()` | Replace placeholder `{PlayerName}` tags with "Visitor <peer>". The gallery component runs it every 2 s. | **SwatchGallery** component: `view`, `lighting` (a preset id, or empty to leave the scene's lighting alone) and `showHud`. It builds the gallery, applies the shared lighting and shows the toolbar. **Lighting** (presets every player sees: `daylight`, `overcast`, `goldenHour`, `moonlight`, `warmInterior`, `studio`) | Call | Does | |---|---| | `Lighting.list()` | `{ id, name, description }` in display order. | | `Lighting.set(id, opts?)` | Switches for everyone. `opts.localOnly` keeps it local; `opts.blend` eases the change over that many seconds. | | `Lighting.current()` | The active preset id. | | `Lighting.attach(root?)` | Finds the scene's sun, ambient light and sky, or builds its own. | | `Lighting.applyCurrent(fallback?)` | Attaches and shows the room's preset. This is what a scene calls on load. | | `Lighting.onChanged(fn)`, `Lighting.releaseDisplay()` | Subscribe to changes; hand the exposure back to the scene. | **Picker** (styles `grid` with thumbnails, `list` with search, and `quick` for gamepad or phone) | Call | Does | |---|---| | `Picker.open({ style? })`, `Picker.close()`, `Picker.toggle()`, `Picker.isOpen()` | Show and hide the picker. | | `Picker.styles()`, `Picker.style()`, `Picker.setStyle(s)` | Switch the look. | | `Picker.target()`, `Picker.setTarget(e)` | The entity a pick goes on: the editor selection in edit mode, a clicked or tapped object in play. | | `Picker.pick(id)`, `Picker.onPicked(fn)`, `Picker.visible()` | Apply a material; get told about each pick; list the ids the filters show. | | `Picker.pickAt(x, y)` | What a tap at scene pixel (x, y) targets: the nearest drawn surface with a Model, skipping players' bodies and the gallery's boards and frames. | In Quick, ←/→ or the D-pad browses, Q/E or LB/RB changes category, ↑/↓ changes style, and Enter or A applies. **Hud** (the gallery toolbar): `Hud.show()`, `Hud.hide()`, `Hud.isShown()`, and `Hud.onCallback(id)` to run a toolbar action by its id. **Checks** (for a collection's own tests; tool code, so never require it from a component or scene entrypoint) | Call | Does | |---|---| | `Checks.views(id, opts?)` | Renders the material on a sphere, a tile and a shader ball in the final, albedo, roughness, metallic and normal passes. Writes a PNG and returns per-cell luma stats. | | `Checks.seams(id, opts?)` | Tiles the material 4 × 4, renders it from the top, and compares tile boundaries with tile interiors. Also checks each texture's opposite edges. Returns `{ seamless, score, ... }`. | | `Checks.shimmer(id, opts?)` | Near (about 1.5 m) and far (about 30 m, grazing) images, plus a shimmer score from a half-pixel camera shift. | | `Checks.textureMemory(id)` | Bytes per slot, cross-checked against what the renderer actually holds. | | `Checks.budget(id or nil, opts?)` | Warns when a material is over the web build's limits: 24 MiB of texture per material, 4096 px, uncompressed textures over 1024 px, formats browsers cannot filter. `nil` checks the whole library. | | `Checks.run(id, opts?)`, `Checks.assertGood(id)` | Everything at once; `assertGood` raises a readable failure, for test suites. | The same six run as tools: `zero materialChecks run chromeBall`, or `tools.use("materialChecks", "budget", "gold")`. **Sync** (shared state the other modules ride on): `Sync.channel(name, onRemote)`, `Sync.set(ch, key, value)`, `Sync.get(ch, key)`, `Sync.resync()`. Writes are newest-wins on every peer, and a player who joins later receives a snapshot; a peer also re-sends its state whenever another peer appears. Checking what every player actually shows: `Sync.report()` is this peer's own report (the lighting preset and sun, and per shared entity the material wanted and the one on its Model), `Sync.heard()` is the latest report each other peer broadcast (after every change and every 15 s), `Sync.askRoom(seconds)` asks the room and waits for answers, `Sync.peers()` lists the peers, and `Sync.reporter(name, fn)` adds a section of your own. **materialCollection** assets: `ref:entries()`, `ref:document()`, `ref:inspect()`. ## The calibration shelf The core ships the `calibration` collection: an 18% grey card, white (lit and unlit) and black references, a chrome ball, a glossy grey ball, roughness and metallic ramps, an albedo range strip, a UV orientation checker, a normal-map test pattern, a colour checker, a 21-stop grey wedge, a Siemens star, focus bars, a shadow ramp and an HDR emitter. The engine's own `postReference` materials are reused where they fit. Every calibration material is procedural and costs no texture memory. ## Make your own collection A collection is a package holding one `<name>.materialCollection` folder. Here are two materials of your own: ``` myMetals.package/ package.yaml name: myMetals / version: "1.0.0" README.md materials/copper.material/mat.yaml materials/blueSteel.material/mat.yaml metals.materialCollection/ collection.yaml README.md .metadata { "tags": ["materials", "metal"] } ``` `materials/copper.material/mat.yaml` (`blueSteel` is the same with its own colour and roughness): ```yaml shader: "@builtin::shaders.pbr" properties: base_color: [0.95, 0.64, 0.54, 1] roughness: 0.3 metallic: 1 ``` `metals.materialCollection/collection.yaml`: ```yaml title: "My metals" version: "1.0.0" materials: - id: copper material: "~.materials.copper" category: metal kind: copper style: realistic tileSize: 1.0 tags: [warm, polished] - id: blueSteel material: "~.materials.blueSteel" category: metal kind: steel style: scifi tileSize: 0.5 ``` That is the whole collection. Once it is installed, `Materials.list({ collection = "metals" })` returns both, and the picker and gallery show them on every player's machine. Check them in your collection's tests: ```luau local Checks = require("@root::materialLibraryKit.Checks") Checks.assertGood("copper") ``` The `starterMaterials` package is a worked example that only tags materials living elsewhere (the engine's own) without copying them. ## Multiplayer and the web Applied materials, the gallery exhibit and the lighting preset are shared through `Sync`. Every peer converges on the newest write, and a player who joins later is sent the room's state. Gallery swatches are local, temporary entities rebuilt on every peer, so they cost the network nothing. A page of the gallery is about 215 entities: 16 bays, each with 7 models and 4 one-line labels. In the editor build it measured about 5 ms of GPU time per frame and about 1 ms of label upkeep. ## Known limits - **No `asset.materialCollection.*` namespace.** The engine reserves the type-scoped global namespace but does not build it yet (gh#1889). Collections are reached through `Materials.*` instead. - **The editor and players are in different rooms.** The engine keys rooms `{world}/{profile}/{mode}/{scene}`, so an editor in play never shares state with players of the published world. Two players of the published world do: the shared lighting and materials were checked live with two browser tabs. To watch players from the editor, join their room with `multiplayer.joinRoom("<world>/runtime/play/<scene guid>")` and read `Sync.heard()`. This is the engine's design, not a bug, so there is no issue number. - **Hidden browser tabs throttle.** A player whose tab is in the background catches up with lighting and material changes when the tab comes back. - **Placeholder name tags.** The engine's player name tag sometimes keeps reading `{PlayerName}` for another player. The gallery fills such a tag with "Visitor <peer>". No GitHub issue number found; reported through ZeroMind (bug report, 2026-10-18). - **No in-engine second peer.** `multiplayer.loopback()` drives engine component sync, not custom message channels, so two-player behaviour cannot be tested from one engine. No GitHub issue number found; reported through ZeroMind feedback. - **Normal-map convention undocumented.** The engine reads a normal map's green channel as image-up (OpenGL/glTF). The calibration `normalTest` shows it; `flip_y = 1` on that material shows the DirectX convention for comparison. No GitHub issue number found; reported through ZeroMind feedback. - **The parallax bricks.** The starter collection's `bricksParallax` and `bricksFlat` cost about 26.7 MiB of texture each, which is over the per-material web budget. `Checks.budget` reports it, and the gallery label shows the cost. They are the engine's own materials, so the collection tags them rather than fixing them.
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