castle_stone
Masonry material for the courtyard walls in the `fx_breath` scene. 35 entities under the `walls` parent wear it, all built-in cubes: the four walls (`wall_left`, `wall_right`, `wall_back`, `wall_far`), ten pillars (`pillar_l*`, `pillar_r*`) and 21 merlons. The `dragon_stone` mate…
castle_stone
Masonry material for the courtyard walls in the fx_breath scene. 35 entities under the walls
parent wear it, all built-in cubes: the four walls (wall_left, wall_right, wall_back,
wall_far), ten pillars (pillar_l*, pillar_r*) and 21 merlons. The dragon_stone material is a
second material on the same shader.
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.
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
tint: [1.0, 1.0, 1.0, 1.0]: colour multiplied into the stone albedo; white keeps the shader's own stone colours.- The other properties take the shader defaults:
block_size[1.3, 0.62] (block width and row height in world units),roughness0.92 (perceptual roughness) andsoot_height3.5 (the world height where the soot stain fades out; it is strongest at y = 0).
Scoped to this part · feeds back into the world's score.