# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# ProceduralSky
The editable atmospheric sky: a day/night gradient with a sun disc, glow, stars
and a moon, all derived procedurally from the directional light's elevation. Add
it to an entity like a light:
```lua
entity.spawn("sky").component.add("ProceduralSky", { timeOfDay = 18.5 })
entity.spawn("sky").component.add("ProceduralSky", { preset = "sunset" })
entity.spawn("sky").component.add("ProceduralSky", {
zenithColor = { r = 0.05, g = 0.1, b = 0.3 },
horizonColor = { r = 0.9, g = 0.4, b = 0.2 },
})
```
A `ProceduralSky` owns its material outright: it registers a **runtime GPU
material** of its own over the builtin procedural-sky shader and pushes every
visual parameter (colours, sun, stars, moon, turbidity, exposure) straight to
that record. The component's fields **are** the material definition — no
`.material` asset backs it, so retuning a scene's sky changes that scene's sky
and nothing else. The renderer reads the values from the material's group(1)
uniform like any other material — there is no sky-specific render path.
Those values also travel the native `Sky` bridge into the scene sky config,
alongside the time-of-day / auto-cycle / sun-sync controls. That config is what
`sky.get()` reports and what a saved scene records, so both name the sky being
drawn.
With `syncSunToLight` on (the default), the sky's `timeOfDay` is what the scene
is lit by: the scene's directional light takes its direction, colour and
intensity from the sun's position, so the sun in the sky and the sun the scene
is lit by are the same sun through a whole day/night cycle. Turn it off for a
light the sky leaves alone.
The intensity that arrives is the day/night curve between night and noon, and
`sunPeakIntensity` is the noon end of it — `1.0`, the sky's own daylight, unless
a scene asks for more. A harder sun on water or snow is stated here; setting the
light itself does not survive, because the sky writes over it every time the
hour moves.
Like the directional light, the sky is conceptually **singular per scene**. A
`ProceduralSky` fully defines its material on `awake` (every parameter from its
own fields), so switching scenes never inherits a previous scene's overrides.
Day/night comes from the sun's elevation, so evening presets render dark —
drive the look by `timeOfDay` (which orients the sun).
## Fields
| Field | Type | Default | Meaning |
|---|---|---|---|
| `preset` | string | `""` | Named look applied before explicit fields: `clear_day`, `sunset`, `sunrise`, `overcast`, `night`. |
| `timeOfDay` | number | `14.0` | 0..24 hours; orients the sun and the day/night gradient. |
| `autoCycle` | bool | `false` | Advance `timeOfDay` each frame. |
| `cycleSpeed` | number | `60.0` | Game-seconds per real-second for the auto cycle. |
| `syncSunToLight` | bool | `true` | Drive the directional light from the sun. |
| `sunPeakIntensity` | number | `1.0` | What the sun's light measures at noon; the day/night curve runs from night up to this. |
| `zenithColor` / `horizonColor` / `groundColor` | color | — | Sky gradient colours. |
| `sunSize` / `sunIntensity` | number | `0.02` / `20.0` | Sun disc size + brightness. |
| `starsIntensity` | number | `1.0` | Night star-field intensity. |
| `moonSize` | number | `0.03` | Moon disc size. |
| `turbidity` | number | `4.0` | Atmospheric haziness. |
| `exposure` | number | `1.0` | Sky exposure multiplier. |
## Methods
| Method | Description |
|---|---|
| `sky:setTimeOfDay(hours)` | Set the time of day (0..24). |
| `sky:applyPreset(name)` | Apply a named look. |
| `sky:setZenithColor(c)` / `setHorizonColor(c)` / `setGroundColor(c)` | Set a gradient colour (`{r,g,b}` array or map; >1 auto-scales /255). |
# volumetricSky
Orchestration backend for the `VolumetricSky.component`. Owns the
GPU resources the cloud layer needs (cloud volume, raymarch render
target, ping-pong TAA history pair, post-process composite) and
exposes a small public surface the component drives every frame.
## Exports
- `M.spawn(opts?) -> id` — spawn the singleton sky entity, or configure the one already standing, and return its id. Every weather parameter (`coverage`, `sunDir`, `sunColor`, `sunIntensity`, `windSpeed`, …) is settable at the top level or inside a `preset` sub-table; every `VolumetricSky` component field (`shaderVariant`, `cloudSize`, `taaBlendAlpha`, …) by its own name; `name` names the entity. Parameters left out keep their current values. An option that names neither raises, listing both sets, and leaves no entity behind. A weather parameter takes the shape its default carries — a number, or an array of that many numbers — and a value of another shape raises naming the parameter.
- `M.configure(opts) -> boolean` — apply those same weather parameters and component fields to the sky already standing. Returns `false` when none has been spawned.
- `M.defaultPreset() -> table` — a fresh copy of the weather configuration a sky spawned with no options carries. The copy is the caller's to edit.
- `M.destroy() -> ()` — release every resource `spawn` created.
- `M.fillClouds(noiseParams) -> boolean`: bake the cloud volume with the active `cloud_noise_*` shader when what it holds is not what `noiseParams` describe, and return whether this call baked. A change to a shaping parameter, the colour, the seed, the size, the variant or the render device bakes at once, and a write to the noise shader's `shader.wgsl` or `bindings.yaml` bakes once the program it compiles is resident; a change to the wind alone bakes at most `noiseParams.noiseRegenRate` times per second (default `M.DEFAULT_NOISE_REGEN_RATE`, `0` = every call the wind moved) on `noiseParams.clock` (default `getTime()`). `noiseParams` is the flat table produced by `VolumetricSky.component`'s `snapshotNoiseParams()`.
- `M.volumeBakes() -> number`: how many times the cloud volume has been baked since the module loaded.
- `M.dispatchRaymarch(renderParams, viewport) -> ()` — dispatch the active `cloud_raymarch_*` shader, blend with history via the TAA pass, and write into the composite target. `renderParams` is the flat table from `snapshotRenderParams()`.
- `M.find() -> id?` — return the id of the active VolumetricSky entity, or `nil` if none has been spawned by `M.spawn`.
- `M.despawn() -> ()` — despawn the entity `M.spawn` minted (does NOT free GPU resources — call `M.destroy()` for that).
- `M.setCoverage(c) / M.setDensity(g) / M.setSun(dir, color, intensity?) / M.setWind(v)` — convenience setters that route through the active component's `public` fields.
- `M.reprojectionDepthNdc(camPos, fwd, aabbMin, aabbMax, near, far) -> number` — the NDC z the TAA pass carries history through, taken from where the cloud stands along the centre view ray. A point at range `d` travels `translation / d` across the screen, so this is what keeps a translating camera's history landing on the part of the picture the cloud moved to.
## Usage
```luau
-- The component drives this module automatically. Direct M.* use is
-- rare; the canonical entry point is attaching VolumetricSky to an
-- entity (or loading a preset and passing it to component.add):
local sky = entity.spawn("sky")
sky.component.add("VolumetricSky", {})
-- Driving the layer by hand instead, a frame at a time. Each dispatch
-- creates the resources it needs at the size its own arguments name —
-- the cloud volume from `noiseParams.cloudSize / cloudHeight`, the
-- render target and composite from the viewport:
local Sky = require("@builtin::systems.volumetrics.volumetricSky")
Sky.fillClouds(noiseParams)
Sky.dispatchRaymarch(renderParams, { width = 1280, height = 720 })
```
## Notes
- `shaderVariant` selects which compute shader pair (`cloud_noise_v3 +
cloud_raymarch_v3` / `cloud_noise + cloud_raymarch_v4` /
`cloud_noise_v5 + cloud_raymarch_v5`). The module resolves the
variant strings to absolute identities — relative paths don't work
from a module body (the chunkname retains an `.init` segment that
throws off the rsplit-to-parent step in `resolve_relative_dot`).
- The cloud volume + history pair are RGBA16F — 256×128×256 ≈ 32 MiB
VRAM. Drop to 192/96 via `cloudSize` / `cloudHeight` if tight.
- The TAA pass is a single compute dispatch blending current sample
with the previous frame's RT through the history pair. Set
`taaBlendAlpha = 1.0` to disable while still going through the same
code path (useful for benchmarking).
- All public setters write through to `VolumetricSky.component`'s
`public` fields, which means they replicate as Sync if the
component is sync-enabled. Tweaks survive scene reloads as long as
the same entity is alive.
- `SkyPreset` and its defaults are declared here, and the component
declares its `preset` field from them. `M.spawn` / `M.configure` read
that same key set to tell a weather parameter from a component field, so
a parameter added to the preset reaches the schema and the option routing
in one edit.
·computeshader · born here
❒asset # emission_raymarch
Marches a camera ray through an emissive volume and writes the result to a 2D
target. Emission accumulates along the ray and density attenuates what is behind
it, so a volume reads as light rather than as a surface.
## Bindings
| name | kind | what it is |
|------|------|------------|
| `vol` | `texture3d` | the volume marched — RGB emission, A density |
| `smp` | `sampler` | how `vol` is filtered along the ray |
| `out_tex` | `storage2d` (rgba16f) | the image the march writes |
| `U` | `buffer` (read, f32) | camera, volume placement and march settings |
`U` carries the inverse view-projection, the volume's world transform, the step
count, density and emission gains, and the target's inverse size.
# assetType (asset type)
The `assetType` is the **type of types** — the meta-type that every
`<typename>.assetType/` folder is an instance of, including itself. A
`<typename>.assetType/` folder declares a new asset type called
`<typename>`: its on-disk shape, its identity rule, and the structural
contract instances of the type must satisfy.
This type is self-hosting. `assetType.assetType/` conforms to its own
schema — a `type.yaml` plus a `README.md` — so the type system is
defined in terms of itself rather than a hidden engine special-case
(the same way a C compiler is written in C). Every asset in the engine,
including each `.assetType` definition, now resolves to a registered
assetType: a `.material` resolves to `material.assetType`, and
`material.assetType` resolves to `assetType.assetType`, which resolves
to itself.
## Why it exists
Assets used to be mapped to their type *implicitly*, by matching the
folder suffix against a name-keyed registry. That match carried no
stored link: nothing on a `Foo.material` recorded *which*
`material.assetType` it was written against, so two worlds shipping a
same-named type could silently disagree. Making `assetType` a real,
resolvable asset closes that gap — the link from an asset to its type is
now an explicit reference pinned in the asset's `.refs` sidecar
(`via: "asset_type"`), exactly like every other dependency.
## Where it lives
- Source: `/zero/source/.../<typename>.assetType/`
- Identity: `<typename>` (the `.assetType` suffix strips from the
identity; the folder retains the suffix on disk).
- Folder shape:
- `type.yaml` — the structural spec the validator reads. **Required.**
- `README.md` — type-level documentation. **Required.**
- `about.yaml` — three short plain-language texts saying what the type
is for (see "Say what your type is for" below). Every built-in type
ships one.
- `behavior.luau` — optional behavior/scaffolding module.
- `template/` — optional canonical placeholder body the templater
copies into a new asset of the type.
- `<name>.module/` — optional shared code the type ships to **every
instance** of it, conventionally `shared.module/` (see below).
## Shared code its instances reach (`asset.containing` + `.modules`)
A type ships code every instance of it uses by declaring the modules in
its own `behavior.luau`, as a map of tracked `require`s:
```luau
-- inside <typename>.assetType/behavior.luau
M.modules = { shared = require(".shared") } -- the sibling shared.module/
```
An instance reaches it with one location-independent line:
```luau
-- inside any foo.<typename>/init.luau
local api = asset.containing(__FILE__).modules.shared
```
`__FILE__` is the chunk's own VFS path; `asset.containing` resolves the
calling asset, and `.modules.<name>` follows the instance's pinned
`typeRef` (the type's **guid**, recorded in the instance's `.refs` as
`via = "asset_type"`) to the module its type declares. Because
resolution follows that link rather than a category name, the same line
in an instance of a different type resolves to that type's module, and
identically-named modules in two types never collide. `asset.typeRef(target)`
reads that guid for any target; `asset.resolve(asset.typeRef(target))`
gives the full `AssetRef<assetType>`. See `assetTypes/README.md`
§ "Shared code: type-owned modules" for the full mechanism.
## How to create one
Authoring a new asset type is just creating a `<typename>.assetType/`
folder under `/zero/source/`. The engine registers `<typename>` as a
category **the moment the folder is written** — no engine restart, no
Rust change, and it works for built-in (`@builtin/assetTypes/`) and
user-defined types identically. Once `<typename>` is registered,
`<name>.<typename>/` folders are recognised as assets of that type and
resolve their `asset_type` link back to this definition.
Creating a `<name>.<typename>/` folder *before* its
`<typename>.assetType/` exists fails fast: the suffix has no registered
type, so the folder can't be a valid asset. Author the type first.
## Say what your type is for (`about.yaml`)
Every type carries a small `about.yaml` beside its `type.yaml`, and the README
you write for the type documents how to author an asset of it. Both are
required, and both are meant to be written as you make the type, while you know
what it is for. `about.yaml` answers three questions in plain words, one key
each:
```yaml
intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering."
function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text."
usage: "You choose it by name for your UI or your text, and the text appears in that typeface."
```
- **`intent`** is what the type is for in someone's game. Name the whole range
of things it covers, in the words a game maker would use for them.
- **`function`** is how it works today: what an asset of the type is made of and
what the engine does with it.
- **`usage`** is what a person or an agent does with one: how they pick it, place
it, call it, or hand it to something else.
A few habits keep it useful. Write about the type as a whole, so the text holds
for every asset of it, and leave out any one asset's name. Say what the type
does right now. Stay with words a game maker would say, and mention a file name
or a call only where a game maker would know it. The limits are in bytes:
`intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few
sentences usually say it.
Why bother: agents working in a world read these three texts to learn what your
type is for, so they reach for it when it fits and use it the way you meant. People
searching find the type by what they want to make, and the three texts let them
tell at a glance whether it is the one they need.
`asset.create("assetType", name)` scaffolds the file with all three keys, and a
README whose first paragraph is a `[[describe]]` note. Each value starts with
`[[describe]]` followed by a note on what to write; replace the whole value with
your own words. A value or a README line that still starts with `[[describe]]`
counts as not written yet, which the push's check of each asset it carries against
its type reports, naming the file. A type you leave as it was is not asked, so
older types stand.
Many types at once, or one you would rather not write by hand: `services
describe` lists the types that lack these texts and what filling them costs, and
`{ mode = "all" }` writes them into the same files, where you edit them like
anything else you wrote.
Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them
as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the
keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page
ends with an "About this type" section holding them, and the Inspector's Type
section lists them at the top. The guide page is this README plus that section,
so a README that explains the type well and an `about.yaml` that says what it is
for read well together.
## Ask your assets to say what they are
A type can ask each of its assets to carry a description: a file, written by the
author or generated, that says what that asset is and what it is for. The people
and agents who find an asset read it to decide whether it fits, and the author
knows what it is for at the moment of making it.
**1. Declare the file with a `described` check.** This is the whole requirement:
```yaml
files:
required:
- path: "README.md" # any file name works
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
With that in place:
- An asset whose file is missing, empty, or still has a line starting with
`[[describe]]` does not meet the type's requirements. `asset.validate` names it,
`zm status` and `world.publishBlockers()` list it, and a push that carries it is
refused with `message`.
- `services describe` finds it (`mode = "find"` lists it and the price) and can
write the description for it (`mode = "all"`). It writes only this file.
For a YAML file that holds several texts, name the keys and their limits in bytes,
the way this type does for `about.yaml`:
```yaml
content:
- check: "described"
keys:
- { key: "intent", max_bytes: 800 }
- { key: "usage", max_bytes: 1200 }
message: "Write intent and usage."
```
`headings` names sections a Markdown file must have. `assetTypes/README.md` has the
full check.
**2. Optionally, steer what gets generated with a `describe:` block:**
```yaml
describe:
guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI."
examples:
- "<identity of an asset of this type whose description reads well>"
```
`guidance` says what a description of your type covers, and `examples` names assets
whose descriptions show the shape you want. Without the block, generation still
works from the general describing guide and the check's `message`.
An example is an asset of your type in the library whose description is a true,
written one, never a scaffold's placeholder, and never the asset being described.
When the library has none, leave `examples` empty rather than name one that is not.
A type whose assets the model cannot perceive (a sound it cannot hear, a motion it
cannot see) says so in `guidance`: the description comes only from what the asset's
own files state, such as its name and the `.metadata` where a generation service
records the prompt that made it, and when they state nothing the model answers
`cannot` with that reason. `services describe` then fails that one asset with the
reason and leaves its file as it was.
**3. Start the file unwritten in your template.** Put a heading and one line that
starts with `[[describe]]` and a short note on what to write, in
`template/<file>`, so a new asset starts unwritten rather than with text that only
looks written. Do not put example content in it: every new asset carries the
template verbatim, and the same text on many assets makes them impossible to tell
apart in search.
Types whose assets say what they are through their own content (a mesh, a texture,
a sound) leave this out: declare nothing and nothing is asked.
## The `behavior.luau` contract
`behavior.luau` is the type's code. It returns ONE table, and the keys below
are the ones the framework reads off it for EVERY type — the surface you get
by declaring them. Anything else on the table is your own: reachable by name
through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a
system that knows your type (`computeShader` publishes `dispatchKey` that
way), and never called by the framework.
```luau
local M = {}
M.ref = { ... } -- methods on every AssetRef of this type
M.modules = { ... } -- shared code the instances reach
M.global = {} -- reserved key; ship the empty table
function M.onCreate(name, opts) ... end
return M
```
### The tables
| Key | Shape | What the engine does with it |
|-----|-------|------------------------------|
| `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. |
| `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. |
| `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. |
| `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. |
| `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `M.global` | `{}` | Reserved. Ship the empty table. |
### The lifecycle hooks
Each is optional; a type that omits one costs nothing. The engine calls them:
| Hook | Signature | When it fires |
|------|-----------|---------------|
| `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. |
| `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. |
| `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. |
| `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. |
| `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. |
| `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. |
### The two contracted `M.ref` names
Most `M.ref` methods are your type's own surface: name them what you like,
return what you like. Two are read by the engine and mean the same thing for
every type, so their shape is fixed:
- **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance
part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()`
is true exactly when it exists. Its **return is a contract** — see the next
section.
- **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`.
See its section below.
### Names a type cannot shadow
Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref`
entry of the same name is never reached: `canInstantiate`, `getSource` /
`getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`,
`modules`, `typeRef`, and the residency flags `has_backing_asset`,
`has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the
behaviours every asset must expose identically, which is why they win.
### Reloading
A `behavior.luau` edit ripples to existing refs with no restart: dispatch
reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A
type whose folder appears at runtime is picked up on the next dispatch —
negative results are not cached either.
## The names your type's assets hold (`references:`)
An asset that names another asset by a string depends on it: the named asset
travels with it into a pack or a pull, and a name nothing answers to is an
unresolved dependency `worldValidation` reports and the push gate refuses. The
engine reads `require(...)` and the asset lookups on its own; a name your type's
format or API carries anywhere else is one you declare, in `type.yaml`:
```yaml
references:
# A top-level key of this type's own files that holds a name (or a table of them).
keys:
- { key: "shader", type: "shader" }
# A call's argument, counting from 1, wherever the call is written.
args:
- { call: "g:node", position: 2, type: "procNode" }
# A field of the options table a call takes.
fields:
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in, one of `asset.categories()`. An
argument declared once per category, at the same `call` and `position`, takes
the name from whichever category answers. A key or a field holds one category:
declared again with another `type`, it takes the later one. The block is
declared as the type registers, when the library or the world holding it is
laid into the VFS, so every reference table reads it whatever script has or has
not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and
`asset.declareReferenceField` declare the same things from a script, for a
surface that is no type's.
## What search does with your type (`indexing:`)
A type declares what search embeds for its instances. **This is not optional
and there is no useful default**: ZeroMind runs your declaration and adds
nothing of its own, so anything you do not point at is absent from the index —
silently, and for every instance of the type forever. Twenty types once shipped
with no `indexing:` block and every instance of them was unfindable.
A type whose instances are never searchable (a run record, a log) says so with
`indexing: none`; every other type declares a recipe.
A type without an `about.yaml` beside its `type.yaml` refuses every push that
carries it, whether or not the push edited the type. Texts in it that are not
written yet follow the rule every `described` file follows: they refuse the
push that edits, stages or commits the type.
Two words carry the whole thing, and they are the same two the search tool
exposes:
- **`identity`** — what an instance IS. For anything you can look at, that is
the picture (`content:` + `modality: image`, matched directly by a text
query). For everything else it is the authored text that says what it is.
- **`capability`** — what it DOES and how it is made. Code, settings, the
model-written summary of them.
A type with no behaviour has no `capability` entry. A type with nothing to look
at has no image. Leaving a slot empty is a statement; filling it with whatever
happens to be lying around is not.
The one you have to decide when authoring a type is: *for an instance of this,
what is the thing a person would recognise it by, and what is the thing it
does?* A texture answers "the image" and "its compression settings". A module
answers "its README" and "its code". Write those two answers into `indexing:`
and the rest follows.
Three specifics worth knowing before you write one:
- **`derive` is instructed by this type's own `README.md`.** A model reads an
instance's source and writes a description; what it embeds is the
description, not the source. It follows your README to know what it is
looking at, so a type whose README says what its instances are gets good
derivations for free. There is no prompt to name.
- **`derive` loses detail.** It keeps the main technique and drops secondary
ones. If the source is code you want searchable by its own vocabulary,
declare the same files a second time as `capability` with
`extractor: verbatim`. Two entries, same role, different failure modes.
- **Never `source: { field: name }`.** A filename is one or two words with no
usable embedding, and a corpus indexed that way answers "language runtime"
with `say_runtime_2.soundClip`.
`facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys
nobody declared still get indexed) plus computed keys that state a value for
every instance including `false` — the raw file can imply "not rigged" and can
never say it.
The full schema, every extractor and the facet sources are in
[`assetTypes/README.md`](../README.md); the scaffolded block with inline
guidance is in [`template/type.yaml`](template/type.yaml).
## A container whose contents work together (`system: true`)
A type that is a container can say its contents are one working whole by
declaring `system: true` at the top level of its `type.yaml`. `package` declares
it: the components, modules, scenes and tools a package ships are parts of one
system. The declaration is plain data, read from the decoded `type.yaml`
(`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`),
and a type that leaves it out is an ordinary type.
## What your type looks like (`preview:`)
A type declares how its instances are pictured, and the engine makes the
picture when something needs it: staging an instance whose `preview.png` is
missing or pictures content it no longer holds queues a render, a view that
shows the instance asks for one, and `ref:preview()` renders one on demand. An
edit renders nothing on its own. Each `preview.png` records the content it
pictured, which is how a stale one is told from a current one. The preview studio owns the light, the
backdrop, the framing and the camera, and nothing in the world reaches it, so
an instance pictures the same in every world. Declare one of four recipes:
| `kind` | The picture is | Your type provides |
|---|---|---|
| `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` |
| `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order |
| `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` |
| `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
A scene-instantiable type that declares nothing still answers `ref:preview()`
through its `instantiate`, but persists no picture: the declaration is what
makes the engine keep one. List `preview.png` among the type's files so an
instance may hold it.
The picture is findable only when `indexing.content` names it. The two are
separate statements, and neither is derived from the other:
```yaml
indexing:
content:
- role: identity
modality: image
source: { file: "preview.png" }
```
`@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration;
the scaffolded block with inline guidance is in
[`template/type.yaml`](template/type.yaml).
## Typing a result from the instance (`M.refShapes`)
Every method on `M.ref` is checked against the type its `--!return` names,
and every asset of the type gets the same one. That is right for most
methods and wrong for the ones whose result is shaped by the ASSET: a
method answering one entry per child folder, per row of a config, per
binding an input map declares. The widest true annotation for those is
`{ [string]: Thing }`, and an indexer accepts every key — so a caller's
typo reads as valid and nothing reports.
`M.refShapes` lets the type state the result per instance. Each entry is
`function(self) -> (typeExpression, source?)`: a Luau type expression for
THIS asset, and the module whose type vocabulary the expression uses.
Read the asset; never run it — stating a type must not take effect.
```lua
-- inputMap.assetType/behavior.luau — the shipped example.
-- `activate()` hands back one handle per control the map declares.
M.refShapes = {
activate = function(self): (string, string)
local names = {}
for _, control in ipairs(M.ref.controls(self)) do
table.insert(names, control.name .. ": Handle")
end
if #names == 0 then return "", "" end
return "{ " .. table.concat(names, ", ") .. " }",
"@builtin::modules.zinput.scheme"
end,
}
```
With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is
reported with the map's real controls. Without it, both pass silently.
### What the call site has to say
A per-instance type is matched by the asset's IDENTITY, so it applies only
where the reference the method is called on says WHICH asset. Two spellings
do:
```lua
-- a component field, whose declared default names the asset
public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) }
local controls = public.map:activate() -- typed for THAT map
-- an annotation, naming category and identity
local m: AssetRef<"inputMap", "@builtin::inputMaps.default">
```
`asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the
methods the category defines are checked on the result — but not which
asset it found, so a per-instance result keeps the category's declared
return. A reference that names no asset (`asset.resolve(someVariable)`, a
value passed in as a parameter) carries neither, and calls on it are
unchecked. That is the same rule everywhere: the checker states what the
code states, and a name computed at runtime states nothing.
### The result is a value, not a binding
The type belongs to the expression, so it travels the way any inferred type
travels. Indexing the call's result is checked; stashing it in a module
local and indexing it from another function is not, because the local's
declared type is what carries across — and `any` (or no annotation) carries
nothing:
```lua
-- checked: `d.greting` is reported
function awake()
local d = public.dialogue:lines()
d.greeting:say()
end
-- NOT checked: `lines` is a module local typed `any`
local lines: any = nil
function awake() lines = public.dialogue:lines() end
function start() lines.greting:say() end
```
Bind what you need at the call site and the names stay checked in both
places — the asset-derived type at the boundary, ordinary scoping after it:
```lua
local lineGreeting = nil
function awake()
local d = public.dialogue:lines()
lineGreeting = d.greeting -- `d.greting` is reported here
end
function start() lineGreeting:say() end
```
### When nothing is reported and you expected something
From a call site, a type that is correct and a type that was never published
look the same: no diagnostic either way.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it
is. It returns two maps — the category surfaces, and the per-asset results
keyed by identity and then by method:
```lua
local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published()
shapes.categories.dialogue
--> "{ lines: () -> any, lineNames: () -> { string } }"
shapes.returns.Shopkeeper.lines
--> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }"
```
An identity absent from `returns` was never published for, which is a
different thing from published-and-correct — and the reason to look here
rather than at the call site.
The answers are recomputed when an instance is written, so a control added
to a map reaches the checker with no restart. Only types that declare
`refShapes` are read per instance, and at most 64 assets of one type are —
past that the type keeps its declared return and the engine log names what
was dropped.
## The instantiate hook (`M.ref.instantiate`) — a contracted return
A type opts into becoming part of the scene by defining `instantiate` on its
`ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly
when the hook exists, so consumers offer a scene path — an `Asset.source`
field, a viewport drop, a tool argument — by CAPABILITY rather than by a list
of type names.
Unlike `inspect`, this hook's **return is a contract**. A caller writes one
piece of code against every instantiable type, so what comes back cannot vary
by type:
```lua
-- behavior.luau
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
local M = {}
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts) -- IN: the base opts
-- ... compose whatever this type is, under `root`, NOW ...
return Instantiable.result(self, root, idMap) -- OUT: the contract
end,
}
return M
```
**IN.** `target` is an owning entity ref: the instance lands under (or, for a
hierarchy type, onto) that owner. With no target the type spawns a fresh root.
`position`, `rotation`, `scale`, `name` and `temporary` mean the same for every
type — `Instantiable.root` applies them to a root you mint, `Instantiable.place`
to one you adopt, so you never re-read the spec. Honour more opts of your own if
your type needs them, and document them in the hook's `--!arg` docs.
**OUT.** Return `(root, idMap)` through `Instantiable.result`:
- **`root`** — the composed root, as an `EntityRef`. Composition is
**synchronous**: everything your type builds is live when you return, so the
caller can parent to it and read its components in the same statement. Do not
defer the work to a component's `awake` and return an empty shell — a root
that is not live is refused.
- **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or
nil for a type with no addressable children (`result` normalises it to `{}`).
**A caller never receives nil.** A component that re-composes your asset on
every load keeps this map and passes it back in, which is how a cross-entity
reference into the composition survives a reload.
`AssetRef` runs every `instantiate` through `result` on the way out whether or
not your type called it, so returning something else fails at your own call
rather than handing a caller a nil root. Calling it yourself is still how you
say what you return, and running it twice changes nothing.
`@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves.
## The inspect hook (`M.ref.inspect`)
`asset.inspect(ref)` resolves `ref`, builds a common envelope shared by
every asset (`identity`, `name`, `guid`, `source`, `typeName`,
`typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then
calls the resolved type's own inspect hook — `M.ref.inspect(self)` on
`behavior.luau` — for the type-specific `detail`. The hook returns
*only* `detail`; the framework fills in everything else:
```lua
-- behavior.luau
local M = {}
M.ref = {
inspect = function(self)
-- self.path is the asset's own folder. Parse the asset's OWN
-- files — source text, a native payload header, its `.metadata`
-- — never runtime state (a live component instance, a GPU
-- upload, a compiled schema): inspect must work on an asset that
-- hasn't been compiled, uploaded, or registered yet.
return {
-- type-specific fields, whatever this type wants to surface
}
end,
}
return M
```
A type that omits `M.ref.inspect` yields the generic record: the
envelope alone, `detail = nil`. That's a valid, working state — not an
error — but it means agents calling `asset.inspect` /
`tools.use("assets","describe", ...)` on an instance of the type see
only identity and scope, none of what makes an instance of it
meaningful. Declaring the hook is what makes a type's instances
inspectable for what they actually are.
A hook that raises leaves `detail = nil` and sets `record.warning` to
the error text — `asset.inspect` itself never raises for a resolved
ref.
## Discovery
- `asset.list("assetType")` — every registered asset type.
- `asset.inspect("<typename>")` — the type's identity, source path, and
this README, plus its `about.yaml` texts as `detail.about`.
- `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType`
asset itself (used by the validator to find the type's `type.yaml`).
## Related
- `assetTypes/README.md` — the full `type.yaml` schema and validator
rules.
- `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared
implementation, both halves.
- Every other `*.assetType/` here — the concrete types built on this
meta-type.
## The Inspector a type ships
Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`.
## In the Inspector
Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
# Component (asset type)
A component is a reusable behavior + data unit attached to an entity.
The component file declares public fields, methods, and lifecycle
callbacks; the engine instantiates one per attachment and drives its
hooks every frame. Components are the primary unit of gameplay code —
movement, AI, animations, UI panels, network sync, and per-entity state
all live here.
## When to use one
- You need per-entity state that survives across frames.
- You need per-entity behavior driven by engine lifecycle hooks
(`start`, `update`, `destroy`).
- You want to expose configurable fields to designers / `entity.spawn`
callers / scenes without code changes.
If you need a global service that outlives any entity, use a `.service`
instead. If you need a stateless pure-function library, use a `.module`.
## Where it lives
- Source: `/zero/source/.../<Name>.component/`
- Identity: `<Name>` (the `.component` suffix strips from the
identity, but the folder retains the suffix on disk).
- Folder shape:
- `init.luau` (or `init.lua`) — declares the component. **Required.**
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
The structural contract is enforced by `asset.validate` against this
type's `type.yaml`.
## How to create one
Always start with the scaffold — it guarantees the folder shape
matches `type.yaml` from the moment it's on disk:
```luau
asset.create("component", "<Name>")
-- Creates: /zero/source/<Name>.component/
-- init.luau (canonical declare + public block + hooks stubbed)
-- README.md (instance README template)
```
After scaffolding, edit `init.luau` to fill in the actual fields and
behaviour. The component registers as soon as the file is written —
hot-reload is automatic; no engine restart required.
## How it operates
1. **Registration.** Writing `init.luau` into a `.component/` folder
indexes the asset, mints a guid (in the `.meta` sidecar), and
surfaces the type to the engine's component registry. Same-frame
visible to `entity.component.add`.
2. **Attachment.** `entity(id).component.add(name, data)` (or the
batch form `tools.use("entityOps", "addComponents", targets,
{ [name] = data })`) attaches an instance.
The `data` table's fields override the component's declared
defaults; omitted fields take the declared default. The `data`
values are copied into `public.*` BEFORE `awake()` runs.
3. **Lifecycle.** The hooks run in this order:
- `awake()` — same frame as attach, immediately after the data
copy. Initialise state, set up native bridges, register with
other systems. Other components on the same entity may not have
awoken yet.
- `start()` — the next frame. Every component on the entity has
completed `awake()` by then, so cross-component setup is safe
here.
- `update(dt)` — same frame as `start()`, then every frame after,
for as long as the gameplay clock is running. `fixedUpdate(dt)`
runs beside it on the fixed timestep; `editorUpdate(dt)` runs
while the clock is held. Which of them ticks is decided by
`engine.mode` AND `engine.paused` together — see **Per-frame
hooks and the two axes** below, and `man modes`.
- `onDestroy()` — when the component is removed via
`component.remove` or when the owning entity is despawned.
Release resources, drop native ECS components.
For the full list (`onEnable`, `onDisable`, `fixedUpdate`,
`editorUpdate`, `onPropertyChanged`, `onAssetReload`,
`onModuleReload`,
`onBeforeSave`, …) and the timing details, **read `man components`
— that is the canonical lifecycle reference. Generic component
patterns (declare blocks, public fields, sync, ECS bindings,
typed methods) all live there.**
4. **Public surface.** Fields declared in `public` are inspectable,
editable in the inspector, and persist with the entity. Methods are
declared on that same table with a colon —
`typed function public:method(args)` — and every one of them takes
the component ref as `self`, so a caller invokes it with a colon
too: `entity(id).component.get(name):method(args)`. That is the one
calling convention a component ref answers to: the reflection
methods `ref:fields()` / `ref:getField(name)` /
`ref:setField(name, value)` take the same spelling. A function the
chunk declares at file scope (`function helper()`) is the
component's own, reachable from its hooks under its bare name;
`public` is what the ref carries.
5. **Settings and the Inspector card.** `type.yaml` names the component's
settings schema as `settings: { schema: { instance: "init.luau",
export: "public" } }`: the `public` table IS the schema, and its values
live on each entity the component is on, so `asset.schema(componentRef)`
answers the Field descriptors and no values file exists. On an entity
the Inspector shows the component as a card whose generic `settings`
section edits those fields as typed controls, each edit checked against
the schema and written to the live component as one undoable operation.
`type.yaml` also names `inspector: { instance: "inspector.luau" }`: a
component that ships an `inspector.luau` beside its `init.luau` shapes
its card — the file returns `{ sections, replace, order }` (see
`assetTypes/README.md`, "`inspector:`"), each section's `build(ctx)`
reading `ctx.component` (the live component) and `ctx.selection.id` (the
entity). `SceneModule.component/inspector.luau` replaces `settings` with
the bound module's declared inputs.
6. **Events.** An `events` block declares typed moments the component
fires from inside — `events = { onHit = Event({ dmg =
Field.number(0, NoSync) }) }`. The owner fires with
`events.onHit:fire({ dmg = 10 })`; outside code subscribes through
the proxy's subscribe-only facade,
`entity(id).component.get(name).events.onHit:connect(fn)`
(`:once` / `:wait` too). Pass `Sync` as the event's second argument
to replicate a fire to other peers. Events let one component react
to another's moments without polling. Full reference: **`man
components`**, Events section.
7. **Hot reload.** Editing `init.luau` reloads the component
definition; live instances are reconciled with the new declaration
in-place, and each crosses one lifecycle boundary: `onDestroy()`
ends the running life, then `awake()` and `start()` construct the
one that replaces it, and `update()` resumes on the next frame.
`public` and `private` values carry across; module-level `local`s
belong to the chunk, so the new life starts with them at their
initial values and its `awake`/`start` are what fill them in.
Whatever the old life handed elsewhere — a subscription, a shared
registration, a spawned entity — is released in `onDestroy`, the
call that pairs with the construction about to run. An edit that
leaves the source byte-identical crosses no boundary at all.
A field carries its value across when something stated it: a key of
the `data` table the instance was attached with (a scene record's
data is that table), or a write made since. Every other field takes
the edited source's declared default, so changing a default reaches
every instance that left the field to it. An instance that states
its own value for a field whose default the edit changed keeps that
value, and the reload logs a `[HotReload]` warning naming the field,
the entity, the value kept and both defaults.
## Discovery
- `asset.list("component")` — every registered component (engine +
world + libraries).
- `asset.inspect("<name>")` — identity, scope, public fields,
lifecycle methods, source path, and this type README. `detail`
carries the component's declared `fields`, `methods`, and `events`,
parsed from its source — `tools.use("assets","describe", "<name>")`
renders it as markdown, so a component's events are visible without
opening its source.
- `ls /zero/source/<Name>.component` lists the files the folder holds.
- `entity(id).component.list()` — components attached to an entity.
## Per-frame hooks and the two axes
`engine.mode` (`"edit"` / `"play"`) and `engine.paused` (the gameplay
clock) are independent, and the per-frame hooks read them separately:
- `update(dt)` / `fixedUpdate(dt)` tick while **the gameplay clock is
running** — whichever mode the engine is in.
- `editorUpdate(dt)` ticks while **the clock is held** — because the
mode is `edit`, or because play is paused — and also alongside
`update` whenever edit is running.
Which gives four states, and this table is the contract:
| `engine.mode` | `engine.paused` | hooks that tick |
|---|---|---|
| `edit` | `true` | `editorUpdate` |
| `edit` | `false` | `update`, `fixedUpdate`, `editorUpdate` |
| `play` | `false` | `update`, `fixedUpdate` |
| `play` | `true` | `editorUpdate` |
Entering edit sets `paused = true` and entering play sets it back to
`false`, so a session that never writes `engine.paused` only ever sees
rows 1 and 3 — which is where the shorthand "`update` is the play tick,
`editorUpdate` is the edit tick" comes from. It is the two default rows
of a four-row table, not the rule.
**Row 2 is the one that surprises.** With `engine.paused = false` in
edit — set by hand, or by a tool that advances the gameplay clock to
sample it, such as a `capture.collage` given a `duration` — `update` and `editorUpdate`
both fire, once each, every frame. A component that declares both and
routes them to one body therefore runs that body **twice per frame**:
```luau
local function drive(dt) ... end
function update(dt) drive(dt) end
function editorUpdate(dt) drive(dt) end -- twice per frame in row 2
```
Nothing reports the doubling; it reads as an animation running at twice
its intended speed. To get exactly one tick per frame in every row, ask
which axis you meant and answer it in the body:
```luau
function update(dt) drive(dt) end
function editorUpdate(dt) if engine.paused then drive(dt) end end
```
A scene `entrypoint.luau` declaring the same two hook names is dispatched
by the scene loader, not by this table: there `update` needs play AND
running, `editorUpdate` needs edit, and play-paused ticks neither. Read
`man scenes` before carrying a component's rule to an entrypoint.
## Authoring conventions
- Annotate public fields with `--!desc` so the inspector + LSP show
documentation alongside the field name.
- Declare lifecycle hooks (`start`, `update`, `destroy`) explicitly
rather than relying on engine defaults — readers can see at a glance
what runs when.
- Keep `update(dt)` cheap — it runs every frame per instance. Move
heavy work to `start`, to a service, or behind a job (`man jobs`).
- For multi-entity batching, prefer
`tools.use("entityOps", "addComponents", targets, components)` over
a loop of `entity(id).component.add` — it takes many targets and
many components in one call.
## Common pitfalls
- **Naming.** The component identity is the folder stem with
`.component` stripped (e.g. `<Spinner>.component/` → identity
`Spinner`). Don't repeat the suffix in the identity passed to
`component.add`.
- **`init.lua` vs `init.luau`.** Either is accepted (it's a
`one_of_group: "entrypoint"`), but `.luau` is canonical. Mixing both
in one folder is invalid.
- **`update` in edit mode.** It runs whenever the gameplay clock is
running, and entering edit stops that clock — so `update` is idle in
a freshly-entered edit session and ticks again the moment anything
sets `engine.paused = false`. Use `tools.use("wld", "play")` to test
update logic under the mode it ships in; `tools.use("wld", "edit")`
to return. See **Per-frame hooks and the two axes** above.
- **Renaming.** Renaming the folder changes the identity. Update
every `component.add(<oldname>, ...)` call and the scene JSON
entries that reference it.
## Related types
- `.module` — pure-function library, no per-entity state.
- `.service` — globally-scoped behavior, no per-entity state.
- `.preset` — a captured component configuration, replayable into
`component.add` without re-typing fields.
- `.bundle` — entity hierarchies that may carry component attachments
as part of the bundle.
## In the Inspector
Fields: its execution order, hooks, and how many methods and events it declares, then the fields its `public` table declares as read-only typed controls holding their defaults, with **Check** and **Open** for its entry file. Instances: a link to every entity carrying it. What its card shows on an entity comes from the component's own `inspector.luau`.
# volumetrics
Volumetric (3D-texture) rendering, end to end, in one package. Built
entirely on the engine's generic `compute.*` GPU primitives — no
Rust changes are needed to author new volumetric content.
## Layout
| Asset | Identity | Role |
|---|---|---|
| `Volume.component` | `@builtin::systems.volumetrics.Volume` | Attach a 3D voxel texture to an entity; raymarches it through the entity's transform AABB. |
| `VolumetricSky.component` | `@builtin::systems.volumetrics.VolumetricSky` | Singleton procedural cloud layer with TAA. |
| `ParticipatingMedium.component` | `@builtin::systems.volumetrics.ParticipatingMedium` | Mark an entity as fog/smoke/dust that attenuates the light passing through it. |
| `mediaTransmittance.module` | `@builtin::systems.volumetrics.mediaTransmittance` | Light-space optical-depth map: the registry, the settings, and the basis the map is built in. |
| `mediaShadow.renderFeature` | `@builtin::systems.volumetrics.mediaShadow` | Builds the optical-depth map and attenuates each surface by the density in front of it. |
| `volume.module` | `@builtin::systems.volumetrics.volume` | Builders (`noise`/`sphere`/`box`/`wrap`) + the `.zvol` header reader + occupancy + brick paging + the per-entity raymarch dispatch. |
| `VolumeSequence.component` | `@builtin::systems.volumetrics.VolumeSequence` | Play an open volume sequence through an entity's transform AABB. |
| `volumeSequence.module` | `@builtin::systems.volumetrics.volumeSequence` | A run of `.zvol` frames streamed through a fixed ring of resident volumes. |
| `volumeDemos.module` | `@builtin::systems.volumetrics.volumeDemos` | Shared pipeline for the showcase scenes (fill + emissive raymarch + composite). |
| `volumetricSky.module` | `@builtin::systems.volumetrics.volumetricSky` | Cloud volume + raymarch + TAA + composite orchestration. |
| `shaders/*.shader` | `@builtin::systems.volumetrics.shaders.*` | `volume_raymarch`, `volume_pages`, `volume_pack`, `cloud_noise[_v3/_v5]`, `cloud_raymarch[_v3/_v4/_v5]`, `cloud_taa`. |
| `importers/vdb_to_zvol.importer` | (auto-discovered) | `.vdb` → dense `.zvol` via the `openvdb` WASM plugin (procedural fallback when the plugin isn't loaded). |
| `presets/cumulus_default.preset` | `@builtin::systems.volumetrics.cumulus_default` | Canonical full `VolumetricSky` weather preset. |
| `demo/*.scene` | `@builtin::systems.volumetrics.demo.*` | `sdf_solids`, `smoke_plume`, `nebula`, `godrays`, `zvol_viewer`, `sky`. |
## Path convention — fully-qualified builtin identities
Every intra-package reference uses the asset's fully-qualified builtin
identity, the same convention every other builtin package follows:
```luau
local Volume = require("@builtin::systems.volumetrics.volume")
local Sky = require("@builtin::systems.volumetrics.volumetricSky")
local V = require("@builtin::systems.volumetrics.volumeDemos")
-- shader identities, e.g. asset.resolve("@builtin::systems.volumetrics.shaders.volume_raymarch")
```
Qualified identities are caller-independent: they resolve identically
from a module, a scene entrypoint, or a component. Caller-relative
(`.sibling`) requires are deliberately avoided here because the
component runtime caller identity is `@builtin::components.<Name>`, so a
`.sibling` require from a component resolves against the wrong root.
(An earlier revision of this package used a `~volumetrics` package-root
alias for relocatability; that alias is not resolvable on current main,
so the package uses qualified identities throughout.)
## Usage
```luau
-- Per-entity volume. The component resolves the name through `Volume.get`,
-- so a volume paged into a brick pool renders from the pool under the same
-- name:
local Volume = require("@builtin::systems.volumetrics.volume")
local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4 })
cloud:buildSparse({ brickSize = 8 })
cloud:releaseDense()
entity(id).component.add("Volume", { volumeName = "cloud", density = 6.0 })
-- Procedural sky:
local sky = entity.spawn("sky")
sky.component.add("VolumetricSky", {})
preset.apply("cumulus_default", { entity = sky.id, component = "VolumetricSky" })
-- VDB import: drop a `.vdb` into the VFS; the importer writes a `.zvol`
-- alongside it. Load it with the zvol_viewer demo scene.
-- Animated run: one `.zvol` per frame, played through a bounded ring.
local Seq = require("@builtin::systems.volumetrics.volumeSequence")
Seq.open({ name = "plume", frames = framePaths, resident = 3, fps = 24 })
entity(id).component.add("VolumeSequence", { sequenceName = "plume", density = 6.0 })
```
## Plugin dependency
The VDB importer delegates real OpenVDB parsing to the `openvdb` plugin
in the builtin library, `@builtin::plugins.openvdb`. Without the plugin
the importer falls back to a deterministic procedural torus so the
pipeline stays functional.
# Compute shader (asset type)
A `.computeShader` is a GPU compute (GPGPU) program with a **zero-scaffolding**
authoring contract: you write only `@compute fn main(...)` plus a declarative
`bindings.yaml`, and the engine GENERATES every `@group/@binding` declaration —
storage buffers, textures, samplers, storage textures, and a `params:` uniform —
expands `#include`s, naga-validates the result, and registers it. The single
source of truth for the binding layout is `bindings.yaml`; there are no
hand-written `@binding` lines to keep in sync.
> New to how content lives across the CPU and GPU? Read `core/resource-model`
> first: it covers the asset / CPU / GPU forms every resource takes, the upload
> path, and how compute fits the performance ladder (`core/performance`).
## Folder shape
A `.computeShader` is a folder asset:
```
<name>.computeShader/
shader.wgsl # the WGSL body — only `@compute fn main` + helpers (required)
bindings.yaml # the binding + params schema (required)
README.md # a one-paragraph description of THIS shader (required)
.metadata # asset metadata
```
Each file carries a committed `.meta` sidecar pinning its stable guid. The
identity is `<name>` (the `.computeShader` suffix strips).
Resolve the shader once, then dispatch through the reference:
```lua
local carve = asset.resolve("carve", "computeShader")
carve:dispatch({ buffers = { heights }, workgroups = { 64 } })
```
`asset.resolve` is what records your script's dependency on the shader, so the
shader travels with the world your script lives in — packed, pulled, or
published. It compiles on first dispatch; there is no setup step.
## bindings.yaml
One ordered `bindings:` list — the binding index is the list position
(0, 1, 2, …) — plus an optional `params:` scalar-uniform block. `kind` defaults
to `buffer` when omitted.
```yaml
bindings:
- { name: clouds, kind: storage3d, format: rgba16f } # texture_storage_3d<rgba16float, write>
- { name: occupancy, kind: texture3d } # texture_3d<f32>
- { name: smp, kind: sampler } # sampler
- { name: out_tex, kind: storage2d, format: rgba16f } # texture_storage_2d<rgba16float, write>
- { name: U, kind: buffer, access: read, element: f32 } # var<storage, read> U: array<f32>
- { name: Uniforms, kind: buffer, access: read, element: VolumeUniforms, array: false } # var<storage, read> Uniforms: VolumeUniforms
params:
- { name: scale, type: float, default: 2.0 }
- { name: count, type: int, default: 0 }
```
| `kind` | extra keys | generated WGSL declaration |
|---|---|---|
| `buffer` (default) | `access: read \| read_write` (default `read_write`), `element: <wgsl type>` (default `f32`), `array: true \| false` (default `true`) | `var<storage, ACCESS> NAME: array<ELEMENT>;` (or `… NAME: ELEMENT;` when `array: false`) |
| `texture3d` | — | `var NAME: texture_3d<f32>;` |
| `texture2d` | `sample: float \| uint \| sint` (default `float`) | `var NAME: texture_2d<f32>;`, or `<u32>` / `<i32>` for the other classes |
| `texture_depth` | — | `var NAME: texture_depth_2d;` — the one sampled shape with no `sample:` of its own; a depth-aspect channel (`@scene.depth`) binds here, not through `texture2d` |
| `storage3d` | `format`, `access: write \| read \| read_write` (default `write`) | `var NAME: texture_storage_3d<FMT, ACCESS>;` |
| `storage2d` | `format`, `access: write \| read \| read_write` (default `write`) | `var NAME: texture_storage_2d<FMT, ACCESS>;` |
| `sampler` | — | `var NAME: sampler;` |
| `textureCubeArray` | — | `var NAME: texture_cube_array<f32>;` — the environment cube array, bound to `@scene.environment` by a render feature's pass |
| `vertices` | `access: read \| read_write` (default `read_write`) | `var<storage, ACCESS> NAME: array<u32>;` plus the mesh's layout uniform and the `zeroVertex*` accessors |
| `acceleration_structure` | — | `var NAME: acceleration_structure;` (hardware ray tracing) |
- **Eight storage buffers per shader** — the WebGPU guarantee, and what the
engine asks every device for. `buffer` and `vertices` bindings spend that
budget; textures, samplers, storage textures and `params:` do not. An
`acceleration_structure` brings engine-owned buffers with it — **three** where
the device has hardware ray query (the tables `zeroHitSurface` / `zeroMaterial`
read) and **five** on the software backend (those, plus the scene triangles and
the hierarchy over them) — so a traced pass has three slots of its own on the
backend web users get. Over budget, the engine refuses the shader and logs
which buffers it declared.
- A `buffer` defaults to `array<ELEMENT>`. Set `array: false` for a single
NON-array storage buffer — a struct binding (e.g. `element: VolumeUniforms`,
`array: false` → `var<storage, read> NAME: VolumeUniforms;`). The struct
definition itself lives in `shader.wgsl`, not `bindings.yaml`.
- **A sampled texture binds under the class its FORMAT puts it in**, so
`sample` states that class and the generated `texture_2d<..>` matches it. An
integer channel — `@scene.material`, which is `Rgba8Uint` — is `uint`;
everything else is the `float` default. Bind an integer channel to a `float`
slot and the engine refuses the pass and names both classes, because the
device would otherwise reject the bind group and invalidate the pipeline.
- A storage texture's `access` decides both the generated declaration and the
layout the engine registers, so the two always agree. It defaults to `write`,
the access every target grants every storage-compatible format. `read_write`
is granted on `r32f` alone; declaring it on any other format is refused at
the compile, with the reason on `compute.programState`. A pass that needs to
read a wider target reads it through a separate `texture3d` / `texture2d`
binding, or through a second storage binding declared `read`.
- `format` tags (storage textures): `r8`, `r16f`, `r32f`, `rgba8`, `rgba16f`,
`rgba32f`. Storage textures only allow storage-compatible formats
(`r32f` / `rgba8` / `rgba16f` / `rgba32f`).
- An `acceleration_structure` binding resolves to the scene acceleration
structure when the shader runs as a render-pass with ray tracing enabled
(`renderer.setRaytrace(true)`). Declaring one makes the engine emit the helper
functions the body can call:
`zeroTraceClosest(origin, dir, t_min, t_max) -> ZeroHit` (struct: `hit, t,
instance, primitive, bary, attr`, where `instance` is the hit object's render
slot), `zeroTraceAny(origin, dir, t_min, t_max) -> bool`
(terminate-on-first-hit, for shadow/occlusion rays), and
`zeroHitSurface(hit) -> ZeroSurface` (`normal, uv, material`) +
`zeroMaterial(index) -> ZeroMaterial` (`base_color, emissive, metallic,
roughness`) to shade what a hit landed on. The same surface works on both backends — hardware
ray query and the software/compute path — so the shader doesn't branch on
`renderer.raytraceCapability()`. Bind it from a render-pass, which is where
the scene acceleration structure exists.
`params:` declares scalar uniforms (`type: float | int`). When non-empty the
engine appends a `ZeroComputeParams` uniform as the trailing binding (read it in
WGSL as `params.<name>`) and tunes its values at runtime with
`shaderRef:setParam(prop, value)`.
## The kernel ABI: `columns`, counted and appended outputs, `specialize`, `determinism`
One shader asset can serve many shapes of data. `bindings.yaml` states the shape
with these extensions, and the engine's compile path lowers them to the plain
bindings and WGSL above (`modules/compute_abi`, whose README has the whole
surface):
```yaml
workgroup: 64 # the size the body declares (default 64)
bindings:
- { name: cols, kind: columns, access: read } # a table of columns in one binding
- { name: src, kind: buffer, access: read, element: T }
- { name: dst, kind: buffer, access: read_write, element: T, count: "len(src)" }
- { name: hits, kind: buffer, access: read_write, element: vec4<f32>, capacity: "n * 4", append: true }
specialize:
- { name: T, options: [f32, i32, vec2<f32>, vec3<f32>, vec4<f32>] }
- { name: FOLD, options: [add, min, max] }
- { name: BODY, kind: source, default: "0.0" } # text that replaces the identifier
determinism: exact # or float_order
```
- A `buffer` of a scalar or vector element gets `NAME_get(i)`, `NAME_len()` and
(unless `access: read`) `NAME_set(i, v)`. A `vec3` element is stored as a flat
scalar array, so a column of vec3 keeps its 12-byte stride. `zero_n()` is the
dispatch size.
- `columns` binds a table of columns (`compute_abi.table`) as one storage buffer;
`cols_f32(c, i, lane)`, `cols_vec3(c, i)` and the rest read it.
- `count` / `capacity` give the size, in elements, of an output the run
allocates. `append: true` adds a live counter binding, `NAME_count`, with
`NAME_store(slot, v)`, `NAME_set_count(n)` and, under `determinism: float_order`,
`NAME_append(v)`.
- `specialize` parameters are compile-time: type options become `alias NAME`,
named options become `const NAME` and `NAME_<option>`, `kind: source` text
replaces the identifier. Each specialization compiles once.
- `determinism: exact` refuses `NAME_append`: an exact output is written at ranks
the kernel computed.
Dispatch such a shader through its program:
```lua
local variant = shaderRef:program():variant({ specialize = { T = "vec3<f32>" } })
local run = variant:run({ n = 64, inputs = { src = srcBuffer } })
local values = require("@builtin::modules.compute_abi").read(run.outputs.dst.buffer)
```
`shaderRef:program()` answers the same program, with the variants it has lowered and compiled, for as long as
`shader.wgsl` and `bindings.yaml` hold the bytes they held when it was made. A write to either file, from any origin
(`vfs.contentVersion` moves), makes the next `program()` a new one, and a dispatch through it runs the new text. The
schema `getBindings()` answers is the one the program was made over.
## Writing a mesh's vertices — `kind: vertices`
A mesh's vertices are raw bytes on the GPU, and the engine stores a mesh in one
of two layouts: 92 bytes a vertex with every attribute a `f32`, or 32 bytes a
vertex with normals and tangents quantized to bytes and UVs to shorts. Which one
a mesh got depends on the mesh.
Declare `kind: vertices` and the shader is handed both the buffer and the layout
that mesh is in, plus accessors that address it:
```yaml
bindings:
- { name: verts, kind: vertices } # the mesh, writable
- { name: heights, kind: buffer, access: read, element: f32 }
params:
- { name: lift, type: float, default: 1.0 }
```
```wgsl
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
if (id.x >= zeroVertexCount()) { return; }
var p = zeroVertexPosition(id.x);
p.y = p.y + heights[id.x] * params.lift;
zeroSetVertexPosition(id.x, p);
zeroSetVertexNormal(id.x, vec3<f32>(0.0, 1.0, 0.0));
}
```
```lua
carve:dispatchOnVertices({ model = meshRef:handle().guid, buffers = { heights }, workgroups = { 64 } })
```
The accessors, over a binding declared `read_write`:
| read | write |
|---|---|
| `zeroVertexCount() -> u32` | — |
| `zeroVertexPosition(i) -> vec3<f32>` | `zeroSetVertexPosition(i, vec3<f32>)` |
| `zeroVertexNormal(i) -> vec3<f32>` | `zeroSetVertexNormal(i, vec3<f32>)` |
| `zeroVertexTangent(i) -> vec4<f32>` | `zeroSetVertexTangent(i, vec4<f32>)` |
| `zeroVertexUv(i) -> vec2<f32>` | `zeroSetVertexUv(i, vec2<f32>)` |
| `zeroVertexColor(i) -> vec4<f32>` | `zeroSetVertexColor(i, vec4<f32>)` |
| `zeroVertexNodeIndex(i) -> u32` | — |
| `zeroVertexWord(i, offset) -> u32` | — |
`access: read` gives you the readers only — a `var<storage, read>` binding
cannot be assigned to, so the writers are left out rather than handed to you
broken.
Once a pass has written a mesh's vertices, the engine bounds that mesh by what
the pass wrote: it reduces the vertices to an AABB every frame and culls against
that, so geometry a pass moves across the scene needs no oversized placeholder
to survive culling. `renderer.mesh.boundsSource(guid)` reports `"compute"` for
such a mesh and `"geometry"` for one still bounded by what it was created with.
A shader declares at most one `vertices` binding; the accessors are generated
for that mesh. It can be declared anywhere in the list — the mesh is bound by
the dispatch, and `buffers` fills the other storage slots in declaration order.
The tangent's `w` carries handedness, and quantized normals/tangents come back
in -1..1 while quantized UVs and colours come back in 0..1, so the values are
the same ones a surface shader sees whichever layout the mesh is in.
## shader.wgsl
Write only `@compute fn main` (and any helpers / `#include`s). The names declared
in `bindings.yaml` are in scope — `data`, `out_tex`, `params.scale`, … — with no
`@group`/`@binding` lines of your own.
```wgsl
// @domain: compute
// Bindings are declared in bindings.yaml — do NOT write @group/@binding here.
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
if (id.x < arrayLength(&data)) {
data[id.x] = data[id.x] * 2.0;
}
}
```
## Dispatch & runtime
Everything a compute shader does, it does through its reference:
| method | what it does |
|---|---|
| `ref:dispatch(opts)` | `{ buffers, workgroups, params? }` — bind one buffer per declared storage binding, in order |
| `ref:dispatchOnVertices(opts)` | `{ model, buffers?, workgroups, params? }` — bind the mesh `model` names to the `vertices` binding, `buffers` filling the rest |
| `ref:dispatchEx(opts)` | `{ resources, workgroups }` — for shaders mixing textures, samplers and storage textures: one `{ kind, name }` per declared binding, in order |
| `ref:setParam(prop, value)` | write one `params:` scalar uniform |
| `ref:createBuffer(name, opts)` | `{ type, len, usage? }` — a GPU buffer owned by this shader |
| `ref:buffer(name)` | the buffer this shader last made under `name` |
| `ref:getBindings()` | the parsed `bindings.yaml` schema, read and parsed again only after the file is written |
| `ref:getSource()` / `ref:setSource(wgsl)` | read / overwrite `shader.wgsl` |
| `ref:compile()` | compile now instead of on the first dispatch |
| `ref:status()` | what the engine did with this shader's dispatches, one record per target |
The `params:` uniform is engine-owned and takes no entry in `buffers` or
`resources`, and neither does a `vertices` binding's layout.
`setParam` writes the uniform every later dispatch reads. A dispatch that
passes `params = { name = value }` reads those values instead, in a copy of the
uniform only it binds, with every name it leaves out at the value the shader
holds — so one shader dispatched twice in a frame over different data reads
different values each time:
```lua
lift:dispatch({ buffers = { a }, workgroups = { 4 }, params = { height = 1.0 } })
lift:dispatch({ buffers = { b }, workgroups = { 4 }, params = { height = 3.0 } })
```
A name the shader does not declare fails that dispatch, and the failure names
what it does declare.
### `dispatchEx` resources
Each `resources` entry fills the binding at its position. Its `kind` says what
the resource is, in the words `bindings.yaml` uses, and the binding decides how
it is read. A slot takes the kind it is declared with; a `texture2d` slot also
reads a storage texture, a side of a history pair or the scene depth, and a
`storage2d` slot also writes this frame's side of a history pair:
| binding's `bindings.yaml` kind | `resources` entry | `name` |
|---|---|---|
| `buffer` | `{ kind = "buffer", name = buf }` | a buffer handle from `ref:createBuffer` |
| `texture3d` | `{ kind = "texture3d", name = vol }` | a 3D texture handle from `ref:createTexture3D` |
| `storage3d` | `{ kind = "storage3d", name = vol }` | a 3D texture handle from `ref:createTexture3D` made with `storage = true` |
| `storage2d` | `{ kind = "storage2d", name = target }` | a storage texture handle from `ref:createStorageTexture2D` |
| `storage2d` | `{ kind = "history_curr", name = history }` | a history pair from `ref:createTextureHistory`: this frame's side |
| `texture2d` | `{ kind = "texture2d", name = tex }` | a handle `ref:copyBufferToTexture` returns, or a texture asset's guid once `texRef:handle()` has made it GPU-resident |
| `texture2d` | `{ kind = "storage2d", name = target }` | a storage texture handle, read as a texture |
| `texture2d` | `{ kind = "history_prev", name = history }` / `{ kind = "history_curr", name = history }` | a history pair: the previous frame's side or this frame's |
| `texture2d` | `{ kind = "scene_depth" }` | none: the frame's scene depth |
| `sampler` | `{ kind = "sampler", name = smp }` | a sampler handle from `ref:createSampler` |
`texture3d` and `storage3d` name the same resource, a 3D texture, so either one
fills either slot. The engine's own spellings name the same resources and keep
working: `texture_3d` for `texture3d` and `storage3d`, `texture_2d` for
`texture2d`, and `storage_2d` for `storage2d`. Any other `kind` is refused at the
call, naming every kind it accepts. A `vertices` binding is filled by
`ref:dispatchOnVertices`, and `texture_depth`, `textureCubeArray` and
`acceleration_structure` bindings by a render feature's pass.
```lua
local march = asset.resolve("volume_march", "computeShader")
-- bindings.yaml: density (storage3d), out_tex (storage2d), U (buffer)
march:dispatchEx({
resources = {
{ kind = "storage3d", name = density },
{ kind = "storage2d", name = target },
{ kind = "buffer", name = uniforms },
},
workgroups = { 8, 8, 8 },
})
```
`workgroups` is `{ x, y, z }`, `{ x }`, or a bare `x`, and every dimension it
leaves out is 1. A zero in any dimension is refused: the dispatch is dropped and
recorded as a failure, so it surfaces in `ref:status()` and `compute.failing()`
with the reason. A count derived from how much data there is passes through
`math.max` first, so an empty set dispatches one workgroup rather than none:
```lua
carve:dispatch({ buffers = { heights }, workgroups = { math.max(1, math.ceil(#points / 64)) } })
```
### Buffers and readback (the CPU side)
A buffer is created through the shader that owns it and comes back as a handle.
Pass the handle to a dispatch — including another shader's — to bind it there:
```lua
local double = asset.resolve("@builtin::shaders.compute_double", "computeShader")
-- `type` is the element the shader declares, `len` how many of them.
local data = double:createBuffer("data", { type = "f32", len = 4, usage = { "readback" } })
data:write({ 1.0, 2.0, 3.0, 4.0 }) -- :writeU32 for integer words, :writeBytes for packed bytes
double:dispatch({ buffers = { data }, workgroups = { 1, 1, 1 } })
local pending = data:read() -- starts an async GPU->CPU readback
-- a frame or two later, drain it (nil until it has arrived):
local out = pending:result() -- :resultU32 / :resultBytes read the same bytes another way
data:destroy() -- free it when done
```
`type` is one of `"f32"`, `"vec3"`, `"vec4"`, `"quat"`, `"mat4"`, and `usage`
adds `"readback"`, `"vertex"`, `"index"` or `"indirect"` on top of the storage a
buffer always has. An `"indirect"` buffer holds a draw's arguments where the GPU
reads them, so a shader that compacts geometry writes the drawn count into the
same dispatch that produced it and a render feature's `kind = "draw"` pass
submits exactly that — the `renderFeature` asset type's README documents that
pass and the `storage.indirect` name it reads.
The handle's key is the shader's guid plus the name you gave it and
a serial, so two shaders that both want a buffer called `data` get one each —
and so do two callers asking this same shader for one. `ref:buffer(name)`
returns the last one made under that name, which is how two callers share one
on purpose.
A buffer that no shader computes — a vertex or index run that is only ever
drawn — is allocated straight from the primitive instead:
`substrate.createBuffer({ name = ..., type = ..., len = ..., kind = "gpu", usage = { "vertex" } })`.
The first dispatch of a shader compiles it, so the very first readback can still
reflect the un-run shader; dispatch again once it is compiled, or `ref:compile()`
to pre-warm. This create/write/dispatch/readback loop is the CPU side of the
resource model in `core/resource-model`.
### Is it compiled?
`ref:compile()` queues the compile; the pipeline is built on the render side
frames later, so that call cannot say whether it produced a program.
`compute.programState(ref)` is where that lands:
```lua
if compute.programState(carve) == "ready" then carve:dispatch(opts) end
local state, reason = compute.programState(carve)
if state == "failed" then print(reason) end
```
- `"absent"` — the engine holds nothing under this key and nothing is in
flight: never asked for, or released.
- `"pending"` — a compile was asked for and has not reached the device. A
recompile of a resident program reads pending too, because what it produces
is a different program from the one bound now — which is what makes this the
precondition to wait on after an edit.
- `"ready"` — compiled and resident, so a dispatch naming it binds it.
- `"failed"` — the most recent compile produced no program, and the second
return says why.
A dispatch issued while the program is `"pending"` is held behind the compile
and dropped if it never lands, so a readback taken before `"ready"` reports the
buffer as it was. Wait for `"ready"`, not for a count of frames.
### Did it run?
A dispatch is recorded into a command encoder frames after the call that asked
for it returned, so that call's `true` means "queued", not "ran". `ref:status()`
is where the outcome lands — one record per target, cumulative:
```lua
for _, d in ipairs(carve:status()) do
print(d.target, d.ok, d.dispatches, d.failures, d.lastError)
end
```
`target` is the mesh guid for a `dispatchOnVertices` and the buffers it bound
for a dispatch that writes only those, so two systems driving one shader over
their own buffers read as the two passes they are. `ok` is the most recent outcome; `lastError` says
why the last failure failed and is kept after a recovery. An empty result means
nothing has dispatched this shader at all. `compute.failing()` answers the same
question across every shader at once.
A failing dispatch also posts a notice, so a pass that stops running reports
itself rather than waiting to be found.
### Running one every frame
A `kind = "compute"` substrate job queues one dispatch per frame:
```lua
jobs.register({
phase = "main",
executor = {
kind = "compute",
shader = asset.resolve("carve", "computeShader"),
buffers = { "heights" },
workgroups = { 64 },
},
})
```
## Registration & hot reload
Writing `shader.wgsl` or `bindings.yaml` fires the `.computeShader` assetType's
`onChange`, which calls `__compute.compile` — that generates the binding
declarations, expands `#include`s, naga-validates, and registers. This happens on
create and on every edit, so saving recompiles with no world reload. A shader
with invalid WGSL (a type mismatch, an undefined name) **fails to compile** with
the reason logged (`[compute] Compile of '<name>' failed: …`) and is **not**
registered. You don't need to register a shader before dispatching it — the first
dispatch auto-compiles it on use. `ref:compile()` remains as an optional explicit
pre-warm, only to avoid the one-frame first-dispatch warm-up in a
latency-critical spot.
## What compute is holding, and why a key names nothing
Every buffer, volume, storage target, history pair and sampler a dispatch can
bind is filed under a key, and `compute.observe()` lists all of them with what
each costs:
```lua
local r = compute.observe()
print(r.totals.count, r.totals.bytes)
for _, res in ipairs(r.resources) do
print(res.key, res.kind, res.bytes, res.owner.name)
end
```
A row carries the key verbatim — the same string a dispatch names it by and a
dispatch-failure message prints — plus its `kind`, its `bytes`, its extent and
`format` where it has them, the `usage` bits it was created with, and the frame
it was created on. `owner` is read back out of the key
(`<shader-guid>::<name>#<serial>`), so a resource nothing has ever dispatched
over still names the shader that made it. `compute.resources(ref)` narrows to
one shader's — including the `<shader-guid>::__params` uniform the compile
created for a `params:` block, which the shader owns like any other resource.
`r.totals.bytes` is the `compute` figure of `renderer.gpuMemory()` — the two are
read off the same registries, so a listing accounts for the category exactly.
The same reading is served at `/zero/runtime/compute`.
When a key names nothing, `compute.diagnose(key)` says which of the states the
inventory distinguishes it is in, from the closed set `compute.absentReasons()`
enumerates:
| reason | what the inventory read |
|---|---|
| `resident` | a resource is filed under exactly this key; the row is on `resource` |
| `replaced` | the owner holds the same name at a different serial — `current` names the live key |
| `nameUnused` | the owner holds resources, none under this name |
| `ownerAbsent` | no live resource carries this key's owner |
| `unowned` | the key carries no owner segment, and nothing is filed under it |
| `notPublished` | no renderer has published an inventory, so no key can be answered for |
So a key out of `[compute] dispatch '…' failed` resolves against what exists,
and a typo reports which part of it the engine could not match rather than
coming back empty.
A reason is the inventory at the moment the call read it. The reading is
republished on a frame where a registry gained or lost an entry, so a resource
created and diagnosed inside one script sees the reading from before it was
made; wait a frame and ask again.
## Discovery
- `asset.list("computeShader")` — every registered compute shader.
- `asset.inspect("<name>")` — status, source, parse errors, this README.
- `computeRef:getBindings()` — the parsed `bindings.yaml` schema
(`{ bindings, params }`).
- `compute.programState(ref)` — whether the program is compiled, still
compiling, or failed, and why.
- `compute.observe()` — every GPU resource compute holds, and what it costs.
- `compute.diagnose(key)` — whether a key names a live resource, and why not.
- `profiler.gpuFrame()` — what each dispatch of this shader spends on the GPU.
A dispatch is timed under `compute.<identity>` — the same identity
`asset.resolve` takes, so a timing row names the shader that produced it.
## Common pitfalls
- **Compute shaders don't render** — verify output via a buffer readback or a
debug pass, not a screenshot.
- **`ref:compile()` returns before the program exists** — the pipeline is
built on the render side; `compute.programState(ref)` says when it is
`"ready"`, and a dispatch issued before that is dropped.
- **A dispatch call returning true means queued** — ask `ref:status()` whether
it ran.
- **A destroyed buffer is refused where it is bound** — a handle outlives its
storage, and `buf:alive()` reports which.
- **Binding order is the contract** — `buffers` and `resources` bind in
`bindings:` list order; reordering the list reorders the bindings.
- **Don't write `@group`/`@binding` in `shader.wgsl`** — the engine owns them;
re-declaring is the fastest way to a layout mismatch.
- **Don't infer a mesh's vertex stride** — declare `kind: vertices` and use the
accessors. A wrong stride writes positions correctly and normals into the
wrong word, which renders as flat lighting rather than as broken geometry.
- **Storage-texture format must be storage-compatible** — `r32f` / `rgba8` /
`rgba16f` / `rgba32f`; others are rejected at compile.
- **A key that comes back empty is not the same as one that failed** —
`compute.diagnose(key)` separates a name never used from a generation that
was replaced, and names the live key in the second case.
## Related types
- `.shader` — render-domain shaders (surface, sky, post-process, screen) and the
legacy `@domain: compute` fallback.
## In the Inspector
Selecting a compute shader opens its **Compute** section: whether its program is ready (and why not), how many dispatches it has run and failed in this session (and the last error), tables of the bindings and params its `bindings.yaml` declares, and openers for `shader.wgsl` and `bindings.yaml`.
# Shader (asset type)
A shader is a WGSL program that runs on the GPU. Materials reference shaders and
supply property values; renderable entities reference materials, not shaders
directly. This README is the canonical reference for writing **every** kind of
shader — it covers all domains, the surface authoring contract, the material
property schema, the engine library functions you can call, and how a shader
registers and compiles.
> New to how shaders, materials, meshes, and textures relate as assets and live
> GPU resources? Read `core/resource-model` first.
## Folder shape
A `.shader` is a folder asset:
```
<name>.shader/
shader.wgsl # the WGSL body (required)
properties.yaml # the material property schema (optional; surface shaders)
README.md # a one-paragraph description of THIS shader (required)
.metadata # asset metadata
```
Each file carries a committed `.meta` sidecar pinning its stable guid. The
identity is `<name>` (the `.shader` suffix strips). Materials and other assets
reference a shader by **AssetRef** (a typed, guid-backed handle), never by a raw
string.
## Domains
The first line of `shader.wgsl` declares the domain:
```wgsl
// @domain: surface
```
| Domain | What it is | You write |
|---|---|---|
| `surface` | A material on a mesh (the common case). | `fragment()` (+ optional `vertex()`/`vertex_clip()`). The engine generates everything else. |
| `post-process` | A full-screen pass over the rendered frame, in the space it declares (bloom, vignette, grade). | `fragment(in: PostInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. |
| `screen` | A standalone full-screen visual (UI background, procedural). | `fragment(in: ScreenInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. |
| `sky` | The sky background (a fullscreen material). | `fragment(in: SkyInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. |
| `compute` | GPU data processing, no rasterization. | *(legacy)* An `@compute @workgroup_size(...)` entry over storage buffers — you write the `@group/@binding` lines yourself. **The canonical path is now the separate `.computeShader` assetType** (see below); `.shader` + `// @domain: compute` still compiles for back-compat. |
`// @domain:` resolves the names above and `postprocess` / `screenspace` / `ui`
as further spellings of `post-process` and `screen`. A body carrying no
`@domain:` line is `surface`. `shaderRef:domain()` answers the domain a body
declares, a further spelling as the domain it names. Any other name is refused where the shader
registers, with an error naming the spellings that resolve, so a shader reaches
the renderer only under a domain the compiler scaffolds.
Particles are drawn and simulated through these domains like anything else: the
particle package's `particle_sprite` and `particle_mesh` are `surface` shaders,
and its simulation, culling and sorting steps are `.computeShader` assets.
## Texture coordinate space
A shader that samples a texture through a coordinate it builds itself declares
which space that coordinate lives in, on a line beside `@domain:`:
```wgsl
// @domain: surface
// @uv_space: world
```
| Value | The coordinate | A material's `uv_scale` means |
|---|---|---|
| `mesh` (the default) | The mesh's own UV attribute, `input.uv`. | How many times the texture repeats across a surface. |
| `world` | The fragment's world position, as a triplanar projection samples. | How many times the texture repeats per world unit, so a larger surface carries more. |
Texture residency reads the declaration to work out how finely a frame samples
each texture: a material laying eight copies of its texture across a surface
samples each copy at an eighth of the surface's size, and the mip level that
serves it is three levels coarser than the surface's own footprint implies.
Leaving the line out puts the shader in mesh space, which is what sampling
`input.uv` is. `renderer.textureStreaming().textures` reads back the span each
texture was measured at and the level that span asked for.
**Compute shaders are now their own assetType.** A `.computeShader/` folder gives compute the same zero-scaffolding contract surface/sky/post/screen get: you write only `@compute fn main` (+ helper fns/structs, **no `@group/@binding` lines**) and declare bindings in a sibling `bindings.yaml` (storage buffers, textures, samplers, storage textures, plus a `params:` uniform); the engine generates the `@group(0)/@binding(N)` declarations. Dispatch it through a resolved reference (`asset.resolve("name", "computeShader"):dispatch(...)`). See the `.computeShader` assetType README and `man compute`. The `.shader` compute domain above remains only for back-compat.
**Surface**, **sky**, **post-process**, and **screen** shaders all get
engine-generated scaffolding — you write only `fragment()` and declare properties in
`properties.yaml`; the engine generates the entry points and the group(1) material
interface. (Each domain's `fragment` takes a domain-specific input instead of
`FragmentData`: `SkyInput`, `PostInput`, or `ScreenInput` — see "Sky shaders" and
"Post-process & screen shaders" below.) Compute shaders get the same treatment via
the separate `.computeShader` assetType (write only `@compute fn main`, declare
bindings in `bindings.yaml`). The legacy `compute` domain here writes its own
entry points directly — see `man compute`.
## Surface shaders
A surface shader writes **only** the parts that are unique to it. The engine owns
all the scaffolding — the vertex stage, every render-mode entry point
(`vs_main` / `fs_forward` / `fs_gbuffer`), group(0) (camera, transforms, lights,
shadows, and the material rows), and the material interface generated from
`properties.yaml` (`material` and your texture slots). Adding a render path never
touches your shader.
Inside `fragment()` you have access to exactly four things — nothing is hidden:
1. **`input: FragmentData`** — the interpolated per-fragment surface data the
engine hands you: world position, world normal, uv, view direction, vertex
colour, and more. Every field is in the `FragmentData` table below.
2. **`material.*` and your textures** — the material inputs **you** declare in
`properties.yaml`. The mapping is mechanical: a scalar property named `foo`
becomes `material.foo`; a texture property named `bar` becomes `bar` (the
texture) and `bar_sampler` (its sampler). `material` has **exactly** the fields
your `properties.yaml` declares and no others — to add an input, add a property.
List what a shader exposes with `shaderRef:getProperties()` or
`asset.inspect("<name>")`.
3. **Engine state** — the scene's camera, lights, time, and shadows that the
renderer binds for every surface shader. `uniforms.*` (sun direction/colour,
ambient, `camera_pos`, `time`) and the punctual lights (`zero_point_light(i)`)
are always in scope; the shadow functions come from `#include "@builtin::shaderModules.shadows"`. This is how
you light a surface **without** the prebuilt PBR — see "Engine state" and
"Writing your own shading" below.
4. **Library functions** you `#include` (see "Library includes").
A shader and its property schema go together. The two files below are a complete
surface shader:
`properties.yaml` — declares the material inputs:
```yaml
properties:
- { name: base_color, type: color, default: [1, 1, 1, 1] }
- { name: roughness, type: float, default: 0.5, min: 0, max: 1 }
- { name: metallic, type: float, default: 0.0, min: 0, max: 1 }
- { name: base_color_texture, type: texture, default: white }
```
`shader.wgsl` — those declarations are now `material.base_color`,
`material.roughness`, `material.metallic`, and the `base_color_texture` /
`base_color_texture_sampler` pair:
```wgsl
// @domain: surface
#include "@builtin::shaderModules.pbr_shading" // the PBR helpers — see "Library includes"
fn fragment(input: FragmentData) -> vec4<f32> {
var s = zero_pbr_default_surface(input);
s.albedo = material.base_color.rgb
* textureSample(base_color_texture, base_color_texture_sampler, input.uv).rgb;
s.perceptual_roughness = material.roughness;
s.metallic = material.metallic;
return vec4<f32>(zero_pbr_shade(input, s), material.base_color.a);
}
```
`fragment()` returns the final colour. The engine forces no lighting model on
you — flat, toon, PS1, dithered, or PBR are all just different `fragment()`
bodies. Calling `zero_pbr_shade` is opt-in.
### The two surface bodies, and what each gives up
A surface shader exposes one of two entry points, and which one decides how
much of the shader the engine can see:
| Body | The engine gets | PBR debug passes read |
|---|---|---|
| `fn fragment(input: FragmentData) -> vec4<f32>` | the finished pixel, and the `PbrSurface` too when the body hands one to `zero_pbr_shade` | the real channel where a surface was handed over; magenta, the "no data here" marker, where the body shades by its own math |
| `fn surface(input: FragmentData) -> PbrSurface` | the surface (albedo, roughness, metallic, emissive, normal, occlusion), which the engine then lights | the real channel |
Both are first-class: `fragment()` is what you want when the shader owns its
own look, `surface()` when you want engine lighting. `capture { pass = "albedo" }`
(and `roughness` / `metallic` / `ao` / `emissive`) answers about your material
for either body wherever the engine has the surface — writing the same
`PbrSurface` behind `surface()` or behind `fragment()` + `zero_pbr_shade` gives
one answer per channel. A body that lights itself by its own math draws those
channels magenta. `pbr.shader` exposes `surface()`.
`capture { pass = "normal" }` is a geometry read rather than a material one, so
it answers for every shader: the normal of the surface where one was handed
over, and the interpolated normal of the triangle where none was. It is the same
normal the frame's normal buffer carries, which is what a screen-space pass
reading `@scene.normal` sees.
`shaderRef:shadingModel()` reports which one a shader ended up with —
`"engine-lit"` for `surface()`, `"self-shading"` for `fragment()`.
### Optional vertex hooks
```wgsl
// Displace geometry in OBJECT space. Runs on skinned meshes too (it sees the
// already-skinned, morph-applied local position). Return the modified vertex.
// The `v` parameter is immutable (WGSL function params are), so copy it into a
// `var` first and modify that.
fn vertex(v: VertexData) -> VertexData {
var out = v;
out.position += out.normal * sin(out.time) * 0.1;
return out;
}
// Post-transform vertex hook (runs AFTER the engine's world/skin/projection). Two
// things you can do here, separately or together:
// * move `clip_position` — vertex jitter, PS1 snapping, render-resolution lowering;
// * write `color` — PER-VERTEX (Gouraud) shading: light the vertex from its
// world_normal + the light context and the engine forwards the result into the
// interpolated `vertex_color` the fragment reads.
fn vertex_clip(v: ClipVertex) -> ClipVertex {
var out = v;
// Gouraud: Lambert sun + ambient, evaluated once per vertex (flat-banded shading).
let n_dot_l = max(dot(v.world_normal, -normalize(v.light_direction)), 0.0);
let lit = v.ambient_color * v.ambient_intensity + v.light_color * v.light_intensity * n_dot_l;
out.color = vec4<f32>(v.color.rgb * lit, v.color.a);
out.clip_position = round(out.clip_position * 80.0) / 80.0; // PS1 snap
return out;
}
```
#### Declaring how far a hook moves geometry: `vertexBoundsDilation`
Static geometry is culled per cluster against its bounds as authored. A hook that moves vertices — wind sway, an outline hull, a vertex wave — can move them outside those bounds, and the cull then drops clusters whose displaced triangles are still on screen. Declare the farthest the hook moves any vertex, in world units, as a `vertexBoundsDilation` float property, with a default that covers the shader's own properties across their ranges:
```yaml
properties:
- { name: sway, type: float, default: 0.5, min: 0, max: 4 }
# 0.4 x sway, at sway's largest value.
- { name: vertexBoundsDilation, type: float, default: 1.6, min: 0, max: 100 }
```
Each material sets its own value — a material that sways less can set less, one moved farther sets more — and a material that sets none takes the default. The cull adds the material's value to every bound in its frustum and occlusion tests (not to the level-of-detail cut). A shader with a hook and no `vertexBoundsDilation` property is named once in the engine log when it compiles; its geometry is culled against its undisplaced bounds.
### Structs the engine passes you
`FragmentData` (input to `fragment()`):
| Field | Type | Meaning |
|---|---|---|
| `world_position` | `vec3<f32>` | fragment world-space position |
| `world_normal` | `vec3<f32>` | interpolated geometric normal (normalized) |
| `world_tangent` | `vec4<f32>` | xyz = world tangent, w = handedness (mikktspace) |
| `uv` | `vec2<f32>` | primary texture coordinates (perspective-correct) |
| `affine_uv` | `vec2<f32>` | the same UVs interpolated **without** perspective correction — the PS1 texture "swim". Always available; sample with it instead of `uv` for affine texture mapping |
| `vertex_color` | `vec4<f32>` | interpolated per-vertex colour (white if unset; carries per-vertex lighting if `vertex_clip()` wrote it — see Gouraud below) |
| `view_position` | `vec3<f32>` | camera world position |
| `view_direction` | `vec3<f32>` | normalized world-space direction to the camera |
| `light_direction` | `vec3<f32>` | directional (sun) travel direction, unit length; surface→sun is `-light_direction`. Where no sun reaches the camera it points straight down |
| `light_color` | `vec3<f32>` | sun colour |
| `light_intensity` | `f32` | sun intensity; 0 where no sun reaches the camera |
| `ambient_color` | `vec3<f32>` | ambient colour |
| `ambient_intensity` | `f32` | ambient intensity |
| `frag_coord` | `vec4<f32>` | framebuffer pixel coords (xy) + depth (z) — for screen-space dither |
| `receives_shadows` | `f32` | per-instance: > 0.5 if this surface receives shadows |
| `material_index` | `u32` | per-instance: the index standing for the material this surface draws with — the number `renderer.materialIdentity()` maps to a name |
| `shader_data` | `array<vec4<f32>, 4>` | per-instance: this entity's own four `vec4` lanes — its `ecs.ShaderData` component's `lane0`..`lane3`, or what `renderer.instanceData.set` put in them (zero until something does). A procedural graph's elements set them through the `data0`..`data3` attributes |
| `front_facing` | `bool` | true for front faces (double-sided shading) |
| `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world |
`shader_data` is the per-instance channel, and it is what lets ONE material serve
many entities that differ in a value — a dissolve at its own progress per subject,
a hit flash at its own age, a fill level per instance. The alternative is a
material per entity, which is a separate pipeline binding and a separate row in
the material table for every one of them.
```wgsl
const DISSOLVE_LANE: u32 = 0u;
fn fragment(input: FragmentData) -> vec4<f32> {
let progress = input.shader_data[DISSOLVE_LANE].x;
...
}
```
```lua
-- one material on twenty entities, each at its own progress
renderer.instanceData.set(subject, 0, progress)
renderer.instanceData.clear(subject) -- back to zero lanes
```
The engine attaches no meaning to a lane: a shader and whatever writes it agree
what each one carries. Name the indices in the module that writes them.
`renderer.instanceData.laneCount()` is how many there are. The same lanes reach a
hardware-instanced population through `renderer.mesh.drawInstanced`'s
`instanceDataBuffer`, on slots no entity owns.
`VertexData` (in/out of `vertex()`): `position` (object-local, model-scale + morph
applied), `normal`, `uv`, `color`, `time`.
`ClipVertex` (in/out of `vertex_clip()`) — the post-transform vertex. Read context:
`clip_position`, `world_position`, `world_normal`, `uv`, `view_position`,
`view_direction`, `light_direction`, `light_color`, `light_intensity`,
`ambient_color`, `ambient_intensity`, `time`, `view_proj` (the view-projection of
the frame being evaluated), and where the vertex stands on its instance:
`local_position` (its position in the mesh, after `vertex()` and before the
instance's world transform), `object_origin` (the world position of the instance's
origin), `object_scale` (the world length of the instance's x, y and z axes) and
`object_axes` (`mat3x3<f32>`, the world direction of those axes, unit length) —
what a camera-facing card, a shard grown about its own base, or anything placed
per instance is built from. **Writable:** `clip_position` (snap /
jitter) and `color` (write a lit colour here for per-vertex Gouraud shading; the
engine forwards it to the interpolated `vertex_color` — left untouched, the mesh's
own vertex colour passes through).
### Each hook runs twice: this frame and the one before it
A vertex hook decides where the surface IS, so it also decides where the surface
WAS. The engine runs every hook a shader declares a second time, over the same
vertex standing one frame back — the previous-frame position stream, with
`time` = the clock that frame was drawn at and (for `vertex_clip()`)
`view_proj` = the view-projection it was drawn with. The motion vector the
renderer publishes is taken between the two results, so a displacement that
moves with time reports the velocity of the displaced surface, and a
displacement that does not move reports the motion of the transform alone
because the identical offset appears on both evaluations and cancels.
What that asks of a hook:
- **Take the frame from the argument.** `v.time` is the clock of the evaluation
being run; `uniforms.time` is always this frame's. A displacement built on
`uniforms.time` is identical on both evaluations, so its motion vector cancels
to exactly zero. The same holds for `v.view_proj` against
`uniforms.view_proj`: a clip hook that rebuilds its position from world space
through `uniforms.view_proj` reprojects the previous frame with this frame's
camera, and reports no camera motion at all. The wind helpers come in both
shapes for this reason — `zero_wind_sway_at_time(world_pos, stiffness, v.time)`
inside a hook, `zero_wind_sway(world_pos, stiffness)` outside one.
- **Anchor a wrap to `uniforms.time`.** A displacement that jumps discontinuously
— a falling drop that restarts at the top, a looping offset — differences its
jump as velocity on whichever frame it wraps. Compute the wrap COUNT from
`uniforms.time` and the position within the cycle from `v.time`, and both
evaluations share the same cycle, so the surface reports the speed it fell at.
`@builtin::shaders.rain_material` and `snow_material` do exactly that.
The per-vertex attributes (`world_normal`, `uv`, `color`) and the lighting and
camera-position context are this frame's on both evaluations, so a hook that
displaces along its normal reports the motion of the transform plus this frame's
displacement.
## Engine state — point lights & shadows
The common lighting state — the sun (`input.light_direction` / `light_color` /
`light_intensity`), the ambient (`input.ambient_color` / `ambient_intensity`), the
camera (`input.view_position` / `view_direction`), and `input.time` — is already on
`FragmentData`, so most shaders never touch the raw engine state. The one thing not
on `FragmentData` is the punctual-light array (its length varies), which is always
in scope:
| Expression | Type | Meaning |
|---|---|---|
| `uniforms.point_light_count` | `u32` | number of active point/spot lights |
| `zero_point_light(i)` | `PointLightData` | one point or spot light (fields below) |
| `zero_punctual_shadow(i)` | `PunctualShadowEntry` | that light's shadow record (its projected map or cube) |
`PointLightData`: `position`, `radius`, `color`, `intensity`, `direction`,
`cone_outer_cos`, `cone_inner_cos`, `kind` (0 = point, 1 = spot).
Shadows come from `#include "@builtin::shaderModules.shadows"`:
- `compute_directional_shadow_factor(world_pos, normal, light_dir) -> f32` — 1.0 lit, 0.0 fully shadowed.
- `compute_spot_shadow_factor(...)` / `compute_point_shadow_factor(...)` / `compute_area_shadow_factor(...)` — one shadow shape each.
- `compute_punctual_shadow_factor(light_index, world_pos, normal) -> f32` — the row's own shape, read off its `kind`, for a loop that walks the punctual lights and does not want the switch.
- `zshadow_light_reach(light_index, world_pos, normal, object_channels) -> f32` — how much direct light that row puts on a surface on those light channels: the channel mask, falloff, cone or rect orientation, and the cosine, times intensity. Zero exactly where the light contributes nothing.
## Writing your own shading
The engine forces no lighting model — `zero_pbr_shade` is just one option. You can
light a surface yourself from the state above. Here is a complete custom-lit
(Lambert diffuse) surface with no PBR:
```wgsl
// @domain: surface
#include "@builtin::shaderModules.shadows" // exposes compute_directional_shadow_factor
fn fragment(input: FragmentData) -> vec4<f32> {
let n = normalize(input.world_normal);
let albedo = material.base_color.rgb;
// Directional (sun) light: Lambert N·L, attenuated by its shadow.
let sun = normalize(-input.light_direction); // surface -> sun
let sun_shadow = compute_directional_shadow_factor(input.world_position, n, input.light_direction);
var lit = input.light_color * input.light_intensity * max(dot(n, sun), 0.0) * sun_shadow;
// Point + spot lights (the punctual-light array, varying length).
for (var i = 0u; i < uniforms.point_light_count; i = i + 1u) {
let pl = zero_point_light(i);
let to_light = pl.position - input.world_position;
let dist = length(to_light);
let l = to_light / max(dist, 1e-4);
let atten = max(1.0 - dist / max(pl.radius, 1e-4), 0.0);
lit += pl.color * pl.intensity * max(dot(n, l), 0.0) * atten;
}
// Ambient fill.
lit += input.ambient_color * input.ambient_intensity;
return vec4<f32>(albedo * lit, material.base_color.a);
}
```
- **Unlit:** skip the lights and return your colour directly.
- **Toon / PS1 / custom:** start from the loop above and band, quantize, or warp
it however you like.
- **PBR:** build a `PbrSurface` and call `zero_pbr_shade` (see "Library includes")
instead of writing the BRDF by hand.
## Material properties — `properties.yaml`
A surface shader declares its material properties in a sibling `properties.yaml`.
The engine GENERATES the entire group(1) interface from it — the uniform struct
(`material.<name>`) plus a texture/sampler pair per declared texture. You write
no `@group`/`@binding` lines.
```yaml
properties:
- { name: base_color, type: color, default: [1, 1, 1, 1] }
- { name: roughness, type: float, default: 0.5, min: 0, max: 1 }
- { name: metallic, type: float, default: 0.0, min: 0, max: 1 }
- { name: emissive, type: color, default: [0, 0, 0, 1] }
- { name: base_color_texture, type: texture, default: white }
- { name: normal_texture, type: texture, default: flat_normal }
```
| `type` | WGSL field type | Notes |
|---|---|---|
| `float` | `f32` | optional `min`/`max` for editor sliders |
| `float2`/`float3`/`float4` | `vec2/3/4<f32>` | |
| `color` | `vec4<f32>` | sRGB colour, default is `[r,g,b,a]` |
| `int` | `i32` | |
| `bool` | `u32` | |
| `texture` | `texture_2d<f32>` + `sampler` | `default:` is a built-in texture name (`white`, `black`, `flat_normal`) |
In the shader you read scalars as `material.<name>` and sample textures as
`textureSample(<name>, <name>_sampler, uv)`. A texture slot with no bound texture
samples its default, so a shader can always sample — no presence flag needed.
`vertex()` reads the same material interface, so a height or deformation map
drives displacement from the slot it was bound to. A vertex stage has no implicit
derivatives, so sample it at an explicit mip there:
`textureSampleLevel(<name>, <name>_sampler, uv, 0.0)`.
## Sky shaders
A `// @domain: sky` shader draws the sky as a fullscreen pass. You write **only**
`fn fragment(in: SkyInput) -> vec4<f32>` — the colour along the view ray for each
pixel — and declare tunables in `properties.yaml` exactly like a surface shader
(read as `material.<name>`, textures via `textureSample(<name>, <name>_sampler, uv)`).
The engine generates the fullscreen `vs_main`/`fs_main`, the group(1) interface,
and reconstructs the world-space ray; there is no separate sky renderer — a sky
material runs through the same material pipeline, just on a fullscreen triangle.
`SkyInput` (the only argument) carries:
| Field | Type | Meaning |
|---|---|---|
| `ray_dir` | `vec3<f32>` | normalized world-space ray through this pixel |
| `ndc` | `vec2<f32>` | screen position in NDC `[-1, 1]` |
| `sun_direction` | `vec3<f32>` | unit vector TOWARD the sun (from the directional light) |
| `camera_pos` | `vec3<f32>` | world-space camera position |
| `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world |
```wgsl
// @domain: sky
fn fragment(in: SkyInput) -> vec4<f32> {
let up = max(in.ray_dir.y, 0.0);
let col = mix(material.horizon_color.rgb, material.zenith_color.rgb, up);
return vec4<f32>(col * material.exposure, 1.0);
}
```
Day/night comes from `sun_direction.y` (the directional light's elevation), so a
sky shader never needs a time-of-day uniform — orient the light and the sky
follows. The builtin sky shaders (`procedural_sky`, `solid_sky`, `cubemap_sky`,
`equirect_sky`) are all authored this way; author a custom sky material and point
a `Skybox` component at it.
## Post-process & screen shaders
`// @domain: post-process` and `// @domain: screen` shaders are authored exactly
like surface and sky — you write **only** `fn fragment(in: PostInput) -> vec4<f32>`
(post) or `fn fragment(in: ScreenInput) -> vec4<f32>` (screen) and declare tunables
in `properties.yaml` (read as `material.<name>`, textures via
`textureSample(<name>, <name>_sampler, uv)`). The engine generates the fullscreen
`vs_main`/`fs_main` and the group(1) material interface. **There are no
`uniforms.params[i]` slots** — that convention is retired; every input is a named
property.
A **post-process** shader's `properties.yaml` carries one further, top-level key
beside `properties:` — `space`, either `light` (the default) or `display`:
```yaml
space: display
properties:
- { name: amount, type: float, default: 1.0, min: 0, max: 1 }
```
`light` is the scene's linear radiance — what every surface, the sky and every
`afterLighting` feature write, unbounded above 1.0. `display` is the code values
the `__display__` pass leaves behind after applying exposure and its tone curve
— the 0-1 range a colourist's tool and a dithered or quantized effect expect.
`postprocess.add`'s `opts.space` overrides what the asset declares for one
registration. The chain converts at both ends of an effect that runs on a
segment in the other space, so a light-space vignette still darkens a frame
graded after `__display__`, and a lookup table built from a `.cube` export
always sees the code values it was authored against, wherever the chain
runs it.
`space` also decides which layer a registration that names none lands on: a
`light` shader grades `scene`, the segment holding the scene's own light, and a
`display` shader grades `all`, the picture after `__display__` with the UI on
it. So `postprocess.add("glow", asset.resolve("~.shaders.bloom", "shader"))`
thresholds highlights that still stand above 1.0, and a lookup table registered
the same way reads the code values it was built for. `opts.layer` names one
explicitly — `"all"` is what an effect that must grade the interface says.
A **post-process** shader's `properties.yaml` carries a further, optional
top-level key — `passes:`, the pass list the frame draws through, in order:
```yaml
space: light
passes:
- { name: bright, entry: bright, scale: 0.5, inputs: [scene] }
- { name: down1, entry: downsample, scale: 0.25, inputs: [bright] }
- { name: up0, entry: upsample, scale: 0.5, inputs: [down1, bright] }
- { name: composite, entry: composite, inputs: [scene, up0] }
```
Every pass's entry — `fn <entry>(in: PostInput) -> vec4<f32>` — lives in the
one `shader.wgsl` the assetType recompiles on. `scale` is the fraction of the
view a pass draws at; the LAST pass takes none, since it draws at the view's
size and writes the chain's output. `inputs` names what a pass reads —
`"scene"`, the chain's input for this effect, or the name of an EARLIER pass —
and `inputs[0]` is what `zero_sample_scene(uv)` reads inside that pass's body;
every input, `inputs[0]` included, is also reachable by index through
`zero_pass_input(i, uv)` and `zero_pass_input_size(i)`, below. The one place
the two reads of `inputs[0]` disagree: in an effect whose declared space
differs from the segment it draws on, `zero_sample_scene` converts a `scene`
input into that space while `zero_pass_input(0, uv)` hands back the segment's
own, unconverted value. A shader declaring no `passes:` is one pass whose
entry is `fragment`, and its generated WGSL is byte-identical to what it is
without the key.
A pass that is not the last writes a scratch target the effect owns — in the
space the shader declared, view-sized times its own `scale` — allocated on the
first draw and replaced whenever the size changes. `engine.params`, below,
carries the drawing pass's own index, its scale, and its first input's texel
size, so one shader body serves every level of a chain built this way.
The worked example is the bloom: `@builtin::shaders.post.bloom` declares
twelve passes — a threshold pass, five downsamples, five tent upsamples and a
composite — out of four entries, since the five downsamples share one and the
five upsamples share another, each level reading the one below it through
`zero_pass_input` and telling itself apart by `engine.params`. Its own README
walks the declaration.
A declaration is refused at compile time — reported through `compileStatus()`,
`postprocess.add`'s second return value, or a live effect's
`status()[i].error` — for: an entry `passes:` names that `shader.wgsl` does
not define; an input naming a later pass, or naming neither `scene` nor an
earlier pass; a `scale` outside `(0, 1]`; a `scale` declared on the last pass;
a `buffer` property (group(2) carries the pass inputs now); or a shader whose
group(0) plus declared texture slots plus widest pass's inputs ask for more
than the 16 FRAGMENT sampled textures one shader stage has.
A **post-process** shader runs as a full-screen pass over the already-rendered
frame. Its `fragment` argument and framework helpers:
`PostInput`:
| Field | Type | Meaning |
|---|---|---|
| `frag_coord` | `vec4<f32>` | framebuffer pixel coords (`@builtin(position)`) |
| `uv` | `vec2<f32>` | screen UV, `(0,0)` top-left … `(1,1)` bottom-right |
Framework helpers (always in scope — no include needed):
| Call | Returns | Meaning |
|---|---|---|
| `zero_sample_scene(uv)` | `vec4<f32>` | the rendered scene colour at `uv`, converted into the space this effect declared (`zero_scene_light` is the same call, for content that reads it by that name) |
| `zero_scene_depth(uv: vec2<f32>)` | `f32` | scene depth at `uv` — a screen UV here, where the surface domain's `zero::scene_depth` module takes a pixel coordinate under the same name (exact texel — an R32Float copy). Reversed: 1.0 is the near plane, 0.0 the far plane and empty sky, so a nearer surface reads GREATER and `d > 0.0` means "a surface was drawn here" |
| `zero_linear_depth(d, near, far)` | `f32` | that sample as a distance in metres — the one inversion of the reversed range |
| `zero_scene_motion(uv)` | `vec2<f32>` | per-pixel screen-space motion vector at `uv` |
| `zero_pass_input(i, uv)` | `vec4<f32>` | the pass's declared input `i`, at `uv`. Input 0 is what `zero_sample_scene` reads |
| `zero_pass_input_size(i)` | `vec2<f32>` | that input's size in texels, so one entry serves every level of a chain |
Engine data uniform `engine` (a `PostEngineData`):
| Field | Type | Meaning |
|---|---|---|
| `resolution` | `vec4<f32>` | `x`=width, `y`=height, `z`=1/width, `w`=1/height |
| `time` | `vec4<f32>` | `x`=elapsed seconds, `y`=dt, `z`=frame index |
| `view_proj` | `mat4x4<f32>` | this frame's view-projection |
| `prev_view_proj` | `mat4x4<f32>` | last frame's view-projection (motion) |
| `inv_view_proj` | `mat4x4<f32>` | inverse view-projection (world-space reconstruction) |
| `params` | `vec4<f32>` | `x`=this pass's own index, `y`=the scale it draws at, `zw`=1/size of its first input — for a pass the post-process chain draws. A pass a `renderFeature` fragment pass draws carries that feature's `spec.params` here instead; a shader declaring `passes:` is always drawn by the chain, so the two never meet in one shader. |
The engine fills all of it **per render target**. A registered effect runs over
the live viewport's frame AND over every offscreen one — a `capture` from a
world-space station or orbiting an entity, a capture of a named camera, a
render-to-texture camera — and in each of those, `view_proj`, `prev_view_proj`
and `inv_view_proj` are the camera THAT render was drawn from, while
`resolution` is that target's own pixel size. So a pass reconstructing world
space from `zero_scene_depth(uv)` reconstructs against the station and lens the
capture asked for, and an offscreen frame is a picture of the effect as it
stands at that station. (A render feature's passes reach an offscreen render the
same way, against the same camera — the `renderFeature` assetType README carries
that half, including `@frame.camera`, its own per-target camera input.)
An offscreen render keeps no view history of its own, so `prev_view_proj` there
holds that same matrix rather than the frame before it, and a pass taking camera
motion from the two reads none. On the viewport the pair is a frame apart, so
camera motion is the one reading a capture answers differently from the screen.
`postProcessing = false` on a capture is the one control that takes the chain
off the frame it returns; it names the camera property the ephemeral capture
camera is built with, so it scopes to that one capture. What a capture opts out
of is the registered effects; `__display__` still runs on it, so the exposure
and tone curve that turn the scene's light into a picture are on what a capture
returns.
A diagnostic capture (`albedo`, `normal`, `motion_vectors`, …) bypasses
`__display__` itself, since a channel like that is a reading of the scene
rather than a graded picture of it. The environment-cube capture bypasses it
too, and for the same reason: a probe face carries radiance into the cube
array, and `__display__` would fit that radiance to a display's code values —
a picture of it rather than the value the PBR indirect term multiplies into
its lighting.
A complete post-process effect — a vignette via `fragment()` + `properties.yaml`:
`properties.yaml`:
```yaml
properties:
- { name: intensity, type: float, default: 0.5, min: 0, max: 1 }
- { name: radius, type: float, default: 0.75, min: 0, max: 1 }
- { name: softness, type: float, default: 0.45, min: 0, max: 1 }
```
`shader.wgsl`:
```wgsl
// @domain: post-process
fn fragment(in: PostInput) -> vec4<f32> {
let color = zero_sample_scene(in.uv);
let intensity = max(material.intensity, 0.01);
let radius = max(material.radius, 0.01);
let softness = max(material.softness, 0.01);
let center = in.uv - vec2<f32>(0.5);
let dist = length(center);
let vignette = smoothstep(radius, radius - softness, dist);
let darkened = color.rgb * mix(vec3<f32>(1.0), vec3<f32>(vignette), intensity);
return vec4<f32>(darkened, color.a);
}
```
The asset above **defines** the effect. It enters the frame when something
registers it:
```luau
postprocess.add("vignette", asset.resolve("~.shaders.vignette", "shader"), { priority = 200 })
```
The registration names no layer, so the effect grades the layer its `space`
belongs to: this vignette reads light, so it runs on `scene`, over the picture
before the UI reaches it. Registering it is the one step that makes it render,
so a world's chain holds exactly the passes its content asked for. Editing the shader body afterwards
recompiles every effect registered from it, in place — the pass keeps its enabled
state, priority, layer, tuned property values and bound textures, and draws the
new pixels on the next frame. `postprocess.remove(name)` takes it back out of the
chain and leaves the asset alone.
Drive the named properties at runtime with `postprocess.setProperty(name, prop,
value)` and bind texture properties with `postprocess.setTexture(name, prop, path)`
(both keyed by the **property name**, never a slot index — see the post-process
section of `man shaders` / the `postprocess.*` API).
Read them back with `postprocess.describe(name)`: it carries the chain state
`postprocess.status()` lists for that effect, the `properties` schema it was
registered with, and the `values` each of those properties currently holds. Before
the effect exists, `shaderRef:getProperties()` on the asset names the same schema,
so what a pass takes is answerable either side of the registration.
A **screen** shader is a standalone full-screen visual (UI background, procedural
pattern). `ScreenInput` mirrors `PostInput` (`frag_coord` + `uv`); there is no scene
to sample, so it has no `zero_sample_scene` helpers. Its `engine` uniform is a
`ScreenEngineData`:
| Field | Type | Meaning |
|---|---|---|
| `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world |
| `scroll` | `f32` | UI scroll offset |
| `resolution` | `vec2<f32>` | render-target size in pixels |
| `mouse` | `vec2<f32>` | mouse position |
| `velocity` | `f32` | scroll velocity |
```wgsl
// @domain: screen
fn fragment(in: ScreenInput) -> vec4<f32> {
let t = engine.time * 0.5;
let col = vec3<f32>(
sin(in.uv.x * 3.14159 + t) * 0.5 + 0.5,
sin(in.uv.y * 3.14159 + t * 0.7) * 0.5 + 0.5,
material.brightness
);
return vec4<f32>(col, 1.0);
}
```
## Library includes
A library module is a **`.shaderModule` asset**: it only EXPOSES functions and
structs and does nothing on its own (exactly like a Unity `.cginc`). You must
call what you include. Include one by its identity, the same string you would
hand `asset.resolve`:
| Include | Exposes |
|---|---|
| `@builtin::shaderModules.pbr_shading` | `struct PbrSurface { albedo, normal (world), metallic, perceptual_roughness, emissive, occlusion }`; `zero_pbr_default_surface(FragmentData) -> PbrSurface`; `zero_pbr_shade(FragmentData, PbrSurface) -> vec3<f32>` (the full forward PBR lighting) |
| `@builtin::shaderModules.shadows` | `compute_directional_shadow_factor(...)`, `compute_spot_shadow_factor(...)`, `compute_point_shadow_factor(...)`, `compute_area_shadow_factor(...)`, `compute_punctual_shadow_factor(...)`, `zshadow_light_reach(...)` |
| `@builtin::shaderModules.engine_bindings` | the group(0) declarations (camera, transforms, lights, shadow maps) — surface shaders get this implicitly; include it directly only for advanced raw access |
| `@builtin::shaderModules.shadow_bias` | `zshadow_offset_receiver(...)`, `zshadow_directional_depth_bias(...)` and the rest of the bias math, as pure functions |
| `@builtin::shaderModules.texturing` | `ztex_stochastic(...)` (tile without a visible repeat grid), `ztex_blend_normals(...)` (reoriented normal blending) |
| `@builtin::shaderModules.depth` | `zero_linear_depth(depth, near, far)` — the one reading of a stored depth |
| `@builtin::shaderModules.gbuffer_material` (`zero::gbuffer_material`) | `struct ZeroGbufferMaterial { base_color, metallic, perceptual_roughness }`; `zero_gbuffer_unpack_material(texel: vec4<u32>) -> ZeroGbufferMaterial`; `zero_gbuffer_material(t: texture_2d<u32>, coord: vec2<i32>) -> ZeroGbufferMaterial`, `zero_gbuffer_base_color`/`zero_gbuffer_metallic`/`zero_gbuffer_roughness(t, coord)` — the one unpacking of `@scene.material`'s `Rgba8Uint` texel into what a surface reflects |
| `zero::scene_depth` | `zero_scene_depth(px: vec2<f32>)`, `zero_scene_depth_uv(uv: vec2<f32>)`, `zero_scene_depth_texel(px: vec2<i32>)`, `zero_scene_depth_size()`, `zero_scene_depth_is_sky(d: f32)`, `zero_scene_world_position(px: vec2<f32>)`, `zero_scene_world_normal(px: vec2<f32>)`, `zero_scene_depth_fade(px: vec2<f32>, world_position: vec3<f32>, fade_distance: f32)` — every `px` is a pixel coordinate in two components, so a surface fragment passes `input.frag_coord.xy`, not the `vec4<f32>` `FragmentData.frag_coord` holds. The depth already drawn UNDER a surface fragment, and the world position and geometric normal of the surface standing there. What a decal projector box, a soft particle, a forcefield or water intersection foam shades against. Surface domain; the depth belongs to the view being drawn |
| `zero::scene_color` | `zero_scene_color(px: vec2<f32>)`, `zero_scene_color_uv(uv: vec2<f32>)`, `zero_scene_color_texel(px: vec2<i32>)`, `zero_scene_color_size()`, `zero_scene_color_refract(px: vec2<f32>, offset_px: vec2<f32>)`, `zero_scene_color_refract_uv(px: vec2<f32>, offset_fraction: vec2<f32>)` — every `px` is a pixel coordinate in two components, so a surface fragment passes `input.frag_coord.xy`, not the `vec4<f32>` `FragmentData.frag_coord` holds. The scene colour already composed BEHIND a surface fragment, and the displaced read that bends it. What heat haze, a refraction shockwave, a cloaking or shield warp, glass and ice shade with. Surface domain; the colour belongs to the view being drawn, and is the lit opaque scene as it stood immediately before the transparent pass — so a `blend`-queue surface reads this frame's, an opaque one reads the previous frame's, and two overlapping blended surfaces both read the same picture and do not bend each other |
`asset.list("shaderModule")` enumerates the `.shaderModule` assets in this
engine, builtin and world-authored alike, and each one's README says what it
exposes. Those are the `@builtin::shaderModules.*` rows above; a module you
write is included exactly the same way, by its own identity or by the
package-relative `~.name` form.
The `zero::`-named rows come from the renderer itself. Their WGSL is baked into
the engine binary and registered under those names before any asset exists, so
they answer an `#include` in every engine and appear in no asset index. A shader
that includes one records no dependency on it: the engine reading the shader is
the engine that already holds the module.
Two spellings reach the same `.shaderModule`: an earlier name is kept working
through the module's declared alias, so a shader written against `zero::pbr`
still compiles and still pins the asset that name resolves to. Newly written
shaders should use the identity — it says which asset travels with the content.
Whichever punctuation an include is written with — `#include "name"`,
`#include 'name'` or `#include <name>` — names the same module and records the
same dependency.
The engine's own scaffolding — `zero::surface`, `zero::sky`, `zero::post`,
`zero::screen` — is injected by the compiler around the matching domain and is
never written by hand. The surface framework puts `safe_normalize`,
`mat3_from_mat4` and `apply_normal_map(FragmentData, tangent_normal)` in scope
for every surface shader.
## Shader features — compile-time variants
A **property** is runtime uniform data (a colour, a float, a texture): set per
material, read as `material.<name>`, no recompile. A **feature** decides which
code is in the program at all. Use a property when the value changes at runtime,
a feature when it changes what the shader is.
Declare features in `properties.yaml`, alongside the properties:
```yaml
properties:
- { name: base_color, type: color, default: [1, 1, 1, 1] }
features:
- { name: PARALLAX, default: false, description: silhouette parallax march }
- { name: DETAIL, default: true, description: detail-normal overlay }
```
Guard the code each feature owns with `#ifdef`:
```wgsl
fn surface(input: FragmentData) -> PbrSurface {
var s = zero_pbr_default_surface(input);
#ifdef PARALLAX
s.normal = parallax_normal(input); // absent when PARALLAX is off
#else
s.normal = input.world_normal;
#endif
return s;
}
```
`#ifdef` / `#ifndef` / `#else` / `#endif`, one per line, and they nest. The
directives resolve before the WGSL reaches the compiler, so the program holds
exactly the lines its feature set selected and every other line is an empty one,
which keeps a compiler message on the line number the file shows. An unbalanced
block is a compile error naming its line.
A material is what chooses a feature set, so `features:` shapes the shaders a
material draws with — the surface, sky and screen-space domains.
A material names the features it wants in its `mat.yaml`:
```yaml
name: worn_rock
shader: "@builtin::shaders.pbr_layered"
features:
PARALLAX: true # on, over the shader's default
DETAIL: false # off, against the shader's default
```
or through `asset.create`:
```lua
asset.create("material", "worn_rock", {
shader = "@builtin::shaders.pbr_layered",
features = { PARALLAX = true, DETAIL = false },
})
```
The engine compiles one program per feature set its materials ask for, named
`<shader>#<features>`. Materials sharing a set share that program. A feature the
shader does not declare selects nothing, so a stray name cannot make the engine
compile anything, and the compile names both halves of a mismatch: a guard on a
name `features:` does not declare, and a declared name no guard tests.
**Permutations are the cost.** A shader with n features can express 2^n
programs, each its own compile and pipeline. One shader holds at most 32
variants; a material asking for a set past that draws with the shader's default
features and the engine logs which shader ran out. Read what a scene is
spending:
```lua
for _, s in renderer.shaderVariants() do
print(s.shader, #s.variants, "of", s.budget)
print(renderer.variantSource(s.base.program)) -- what it ships as
for _, v in s.variants do
print(v.program, renderer.variantSource(v.program)) -- what one asked for
end
end
```
A shader registers under every key it answers to — its identity, its guid, each
alias — and each key is a row. A variant lands on the row for the key the
material named, which for authored content is the guid, so take a program name
from the report rather than composing one.
## Materials reference shaders
A `.material` applies a shader to entities. Its `mat.yaml` references the shader by
its identity string and supplies property values:
```yaml
name: my_material
shader: "@builtin::shaders.pbr"
render:
blend: alphaBlend
cull: back
depth_write: false
floats:
roughness: 0.5
colors:
base_color: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 }
textures:
base_color_texture: { ref: "default:white" }
```
`shader:` is a plain identity string, and each `colors:` entry is an
`{ r, g, b, a }` map — the two forms `mat.yaml` accepts for those keys. A key's
value is the rest of its line, so every value above stands alone on one.
### The render block
Render behaviour that used to be material "flags" — the blend equation, alpha
cutout, which faces are drawn — lives in the `render:` block and drives the
pipeline, not the fragment. These are the keys that reach the pipeline from both
authoring routes, and the values each one takes:
| Key | Values | Sets |
|-----|--------|------|
| `blend` | `opaque` `transparent` `alpha` `alphaBlend` `additive` `add` `cutout` `alphaCutout` `premultiplied` `premultipliedAlpha` `multiply` | the equation the fragment composites with |
| `cull` | `back` `front` `none` `off` `disabled` | which faces the rasterizer keeps |
| `depth_write` | `true` `false` | whether the draw writes depth |
| `depth_compare` | `less` `lessEqual` `lequal` `equal` `greater` `greaterEqual` `gequal` `always` `never` | the test a fragment's depth passes |
| `topology` | `triangleList` `lineList` `lines` `line` | what consecutive vertices assemble into |
`blend` is also spelled `type`, and the two name one key. Its equations, over
the fragment the shader returned (`src`) and the value already in the target
(`dst`): `opaque` is `src`; `transparent`, `alpha` and `alphaBlend` are
`src * src.a + dst * (1 - src.a)`; `additive` and `add` are `src + dst`, the
mode a glow, a light shaft or a spark card is written for; `premultiplied` and
`premultipliedAlpha` are `src + dst * (1 - src.a)`, taking a source that already
carries its own coverage; `multiply` is `src * dst`, which is how a soot, grime
or shadow card darkens what stands behind it. `cutout` and `alphaCutout` keep
the fragment or discard it on its alpha and go on writing depth.
The same block is what `asset.create`'s `render` argument takes, key for key and
value for value, so one material named in Luau and the same material standing on
disk ask for their pipeline with the same words. `depth_write` is the one key
whose value takes the shape of its route: the word `false` on a `mat.yaml` line,
the boolean `false` in the Luau table.
```lua
asset.create("material", "heat_plume", {
shader = "@builtin::shaders.pbr",
render = { blend = "alphaBlend", cull = "none", depth_write = false },
})
```
Where a value outside a key's set is reported is what the two routes differ on.
`asset.create` refuses the call on any of these keys and names the set it
measured the value against. A `mat.yaml` standing on disk registers either way,
each key falling back to a value of its own: `blend` to `opaque`, `cull` to
`back`, `depth_write` to `true`, `depth_compare` to `less` and `topology` to
`triangleList`. The engine log carries the blend fallback, naming the value and
the set it was measured against, so a `mat.yaml` value is worth putting through
`asset.create` once — that is where every key answers with its set.
## Registration & hot reload
A `.shader` is compiled by the asset system, not by the renderer: writing
`shader.wgsl` or `properties.yaml` fires the `.shader` assetType's `onChange`,
which calls `shader.compile` — that reads the body + the property schema, generates
the group(1) interface and (for surface) every render-mode entry point, expands
`#include`s, **validates the result with naga**, and registers it. Validation
happens at this compile step — the whole point of "compile". A shader with invalid
WGSL (an unknown field, a type mismatch, an undefined function) **fails to compile**
with the real reason — readable directly from Luau via
`shaderRef:compileStatus()` (`{ status = "compiled" | "failed" | "pending",
error?, pending? }`), and also in the author log and `asset.inspect`; it is **not**
registered. This fires on create and on every edit, so saving a `.wgsl` recompiles
with no world reload; the change is visible on the next frame. Compilation is
async, so a `compileStatus()` of `"pending"` immediately after a write means check
again next frame.
A surface shader is also checked for the material resolve, the pass that
shades each pixel of the visibility buffer through the shader's own code. That
check reaches its verdict a few frames after the raster compile. Until it
does, `compileStatus()` reads `"pending"` with `pending` saying so, and the
shader already draws. A shader the check refuses reads `"failed"`, and `error`
names the construct the resolve cannot evaluate and where it sits; its pixels
resolve through the error shader until it changes.
The stage the compile checks comes from one of two places: the hook the engine
scaffolds entry points around (`fragment()`, or `surface()` for an engine-lit
surface), or the `vs_main` / `fs_main` pair the body writes itself. The pair is
a pair: a body that writes its own entry points owes both stages. A body
carrying neither route — a hook whose name is a letter off, say, or half a pair
— holds no stage the rasterizer can enter, so the compile **refuses it** and
names both the entry point it looked for and what the body carries, in the same
`compileStatus()` error every other compile failure reads back through.
### Reading a compile error against the text it is about
What the compiler reads is not the file you wrote. The engine generates the
group(1) material interface from `properties.yaml`, wraps the body in its
domain's framework and every entry point that domain needs, expands every
`#include`, and resolves every `#ifdef` — so a 100-line body reaches naga as
tens of thousands of lines. **Every line number in a compile error, and every
`[N]` handle index naga prints where it has no name to print, is a position in
that composed module.** A fault at module scope (`no definition in scope for
identifier: 'zero_scene_depth'`) reads fine without it; a fault inside a
function body does not.
`renderer.compiledSource(name)` returns that composed module, and
`shaderRef:compiledWgsl()` returns it for a ref you already hold. Both answer
for a shader that declares no features, needs no material, entity or draw, and —
the case they exist for — **answer for a shader whose compile failed**, holding
the text the compiler was refused over for as long as `compileStatus()` reports
that failure. `renderer.compiledShaders()` lists every name they answer for.
```lua
local ref = asset.resolve("myShader", "shader")
local status = ref:compileStatus()
if status.status == "failed" then
print(status.error) -- the line, the caret, and the cause
local wgsl = ref:compiledWgsl() -- the text those positions are in
local line = tonumber(string.match(status.error, "wgsl:(%d+):"))
print(string.split(wgsl, "\n")[line])
end
```
The composed text carries every `zero::*` module the shader included, so the
signature a call was rejected against is in the same text as the rejection —
which is the whole of what a "wrong argument type" error needs to be actionable.
A material bound to a broken (or missing) shader renders with the **magenta error
shader** — never invisibly — so a shader problem is impossible to miss on screen as
well as in the log. **Fixing the shader and re-saving recovers it live**, with no
engine restart: the recompile clears the failed-shader state and the object returns
to normal on the next frame.
## Discovery
- `asset.list("shader")` — every registered shader.
- `asset.inspect("<name>")` — domain, status, source, parse errors, this README.
- `shaderRef:compileStatus()` — did it compile? `{ status, error?, pending? }`, no
log needed. `"pending"` with `pending` set means the material resolve check
is still reaching its verdict; a resolve refusal reads as `"failed"`.
- `shaderRef:compiledWgsl()` / `renderer.compiledSource("<name>")` — the WGSL the
compiler received, which is what a compile error's positions index into.
Answers for a failed compile too.
- `renderer.compiledShaders()` — every name that call answers for.
- `shaderRef:getProperties()` — the parsed `properties.yaml` schema.
- `shaderRef:listMaterialsUsing()` — materials bound to this shader.
## Common pitfalls
- **A compile error shows up in one of three ways at the draw.** A shader that
never compiled has no pipeline, so the renderer binds the magenta placeholder.
A shader that compiled once and was then edited into brokenness KEEPS the
pipeline that build produced — the surface goes on drawing the last good
program, pixel for pixel, and looks entirely intact while the source is broken.
A geometry-pass-only shader has no magenta tell either, since it is not on a
forward mesh. `shaderRef:compileStatus()` gives the status + error text (as
does `asset.inspect("<name>")`), and `renderer.drawDiagnostics()` names which
renderables are in which of the three states — a row carries `substituted` for
the placeholder, `stale` for a program that no longer compiles, and the cause
either way.
- **A compile error's line numbers are lines of the composed module, not of your
file.** `renderer.compiledSource("<name>")` / `shaderRef:compiledWgsl()` is
that module; resolve the position against it rather than counting lines in
`shader.wgsl`. The `[N]` a message prints in place of a name is a naga handle
index — it moves with the size of the body and is the same value for two
unrelated faults in one file, so it is neither a line number nor a way to tell
two failures apart.
- **Don't declare group(0) or group(1) in a surface shader.** The engine owns
group(0) and generates group(1) from `properties.yaml`. Re-declaring them is the
fastest way to a layout mismatch.
- **`#include` does nothing by itself** — it only exposes functions; you must call
them.
- **Renaming a property** changes the generated uniform field; materials setting the
old name silently fall back to its default.
- **Compute shaders don't render** — verify output via a buffer readback or a
debug pass. Author them as a `.computeShader` (its own assetType), not a
`.shader` — see `man compute`.
## Related types
- `.material` — the required wrapper that applies a shader to entities.
- `.style` — UI cascade, not GPU shaders.
## In the Inspector
Selecting a shader opens its **Shader** section: its domain and shading model (and, for a post-process shader, the space its `fragment()` reads and returns), whether it compiled (and the compiler's error when it did not), a table of its declared properties (type, default, range), its post-process passes when it has any, the bindings it declares, and openers for its source. The **Materials** section (collapsed at first) has a Find materials action that lists, as links, every material drawing with the shader; it scans every material, so it runs only when asked.
# luau_introspect (module)
Parses Luau/asset source TEXT into structured declarations. Pure
string/pattern parsing (`string.find` / `string.match` / `string.gmatch`)
over the literal source — no compiling, no VM spawn, no runtime state, no
engine FFI. Given source text, it extracts what is written in the file.
This is the shared parser every per-assetType `M.ref.inspect` hook uses to
turn a component/module/tool's own source into the structured record
`asset.inspect` returns.
## Exports
- `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` /
`--!example` comment runs and binds each run to the name of the
declaration on the next non-comment line (the identifier after
`function`, `public:`, `local function`, or `M.`).
- `publicFields(src) -> { FieldEntry }` — parses `public = { name =
Field.<kind>(default, mode), ... }` table-literal entries and
module-scope `public.<name> = Field.<kind>(...)` assignments.
- `events(src) -> { EventEntry }` — parses `events = { name =
Event(payloadSchema?, syncMode?), ... }` table-literal entries.
- `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)`
/ `typed function public:<name>(...)` declarations (params + optional
return type).
- `lifecycleHooks(src, catalog) -> { string }` — top-level `function
<name>(` declarations whose name is in the caller-supplied `catalog`
array.
- `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function`
assignments, `function M.<name>(...)` declarations, and a trailing
`return { foo = foo, ... }` export table.
- `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on
`src` itself in a module-local table. The same source text returns the
cached result without re-running `computeFn`; different source text
recomputes. Keyed on the source content (not an asset checksum) because
composite/container assets (component folders, scene folders, etc.) all
hash to the empty-string checksum — a checksum-keyed cache collapses
every such asset's detail onto whichever one was inspected first.
## Usage
```luau
local Introspect = require("modules.luau_introspect")
local src = self:getInitScript()
local detail = Introspect.forSource(src, function(s)
return {
fields = Introspect.publicFields(s),
events = Introspect.events(s),
methods = Introspect.methods(s),
hooks = Introspect.lifecycleHooks(s, lifecycleCatalog),
}
end)
```
## Notes
- Every function is a pure string→table transform: same source text in,
same structured table out, every time. No reads of live component
state, no entity/world queries.
- Structural scanning runs over a comment- and string-aware **mask** of
the source (a same-length copy where comment bodies and string-literal
contents are blanked to spaces, delimiters and newlines preserved).
Pattern matches and brace/paren balancing run on the mask — so a brace,
`Field.`, `Event(`, or a whole entry that appears inside a comment or a
string literal never registers — while captured values are sliced from
the original source at the same (aligned) indices. This makes the
parser robust to apostrophes in comments, commented-out entries, string
defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long
strings.
- `default` / `category` are raw trimmed source-text slices (with any
trailing comment stripped), not evaluated values.
- For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource`
/ `componentRef`) the FIRST positional argument is the category /
contract / componentType selector, captured under `category`; the
SECOND argument is captured under `default`.
- For every **other** Field kind the first argument is the `default`
and `category` is nil.
- A trailing `Sync` / `NoSync` identifier is captured as `sync`,
tolerating a trailing comma or a trailing comment after the last
argument.
- Field/Event entries whose key is a computed or indirect expression
(`[expr] = Field.number(...)`) are omitted — only literal identifier
keys are recognised.
- `methods` captures a `...` variadic parameter (as `name = "..."`), with
its `: <type>` annotation when present.
- A `--!desc` written above a field/event declaration (`<name> =
Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =`
assignment binds to that name in `docstrings`, and is folded into the
corresponding `publicFields` / `events` entry's `desc`.
- `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the
caller passes the list of names to match against.
- `forSource`'s memo is bounded (oldest-key eviction) so a long session
touching many distinct asset versions can't grow it without limit.
# assetType.shared.ref
Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`.
## Public API
```lua
local assetRef = require("@builtin::assetTypes.assetType.shared.ref")
-- Called by the Rust factory (push_asset_ref_handle) via
-- _G.__build_asset_ref_proxy after the envelope fields are set.
assetRef.build(envelope) -- attaches AssetRefMT, returns the table
```
The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below).
## Method dispatch order
`ref.foo` is resolved in this order:
1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889).
2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods.
3. **Nil** — unknown key, same shape as the original C metatable.
## Adding methods for a new asset type
Drop a `behavior.luau` into the type folder:
```
src/lua/lib/assetTypes/<typename>.assetType/
├── type.yaml -- structural spec (existing)
├── behavior.luau -- ref + global behaviour (new)
└── template/ -- placeholder body (existing)
```
`behavior.luau` returns:
```lua
return {
ref = {
--!desc Per-instance method on every `<typename>` AssetRef.
myMethod = function(self, ...) ... end,
},
global = {
-- Reserved for the asset.<typename>.* surface — not consumed
-- yet; included so the contract from gh#1889 lands cleanly.
},
}
```
Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined.
## Discovery and hot-reload
Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half.
Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call.
The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods.
## Why Luau, not Rust
The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means:
- Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code.
- Adding a new asset type drops in a new folder; no Rust rebuild.
- Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives.
## Consumers
- `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push.
- Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
# yaml.module
YAML decode + encode for authored engine content. Pure Luau, no engine
dependencies — a general parsing library, not data-system plumbing.
```luau
local Yaml = require("@builtin::modules.yaml")
local doc = Yaml.decode(vfs.read(path))
vfs.write(path, Yaml.encode(doc))
```
## Supported subset
- Block mappings (`key: value`) and block sequences (`- item`), nested
to any depth.
- Compact sequence-of-mapping entries (`- path: x` / ` kind: y`).
- Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line.
- Plain scalars with type inference: `~` / `null` → nil, `true` /
`false` → boolean, numeric literals → number, everything else →
string.
- Single- and double-quoted strings (`''` escapes a literal quote
inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a
double-quoted one). A quote opens a quoted scalar where a scalar
begins — after `key:`, after a `- ` entry marker, or inside a flow
collection — so a plain scalar carries an apostrophe as data
(`note: the world's rules`). Quoted keys are read in flow mappings.
- `#` comments — honored outside quotes, so a `#` inside a quoted
string is kept as data.
- Literal (`|`) and folded (`>`) block scalars — the bare indicators
only. A block scalar's content is literal text: quotes (balanced or
not), `#`, `key: value` and `---` inside it are data.
- An optional leading `---` document marker.
## Loud-error contract
Constructs outside the subset above raise instead of misparsing:
anchors/aliases (`&`, `*`), tags (`!`), directives (`%`),
multi-document streams (a second `---`), block-scalar
chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab
indentation, and inconsistent indentation (both block structure and
block-scalar bodies). Every error carries the offending line number
(`yaml: line N: ...`), so a bad config points straight at the line to
fix.
Tab indentation is rejected everywhere — including block-scalar body
lines whose leading whitespace contains a tab. A tab after the first
non-space character of a line is content and passes through.
## API
- `Yaml.decode(text: string): any` — decode a YAML document into a
Luau value (table, scalar, or nil for an empty document). Raises on
malformed input or an unsupported construct.
- `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as
`decode` does, and report whether the text carries a comment by the
decoder's own rule: a `#` at a line's start or after whitespace, outside
a quoted scalar and outside a block scalar. Re-encoding the value drops
such comments, so an editor that writes a document back reads this first.
- `Yaml.encode(value: table): string` — encode a Luau table as YAML
(block style, two-space indent, alphabetically sorted keys). Raises
on values YAML can't represent (functions, userdata, non-string
mapping keys).
A top-level empty table encodes to an empty document, which decodes
back to `nil` (the YAML empty-document ambiguity).
# json
JSON encode/decode library for Luau. Encodes Lua values to JSON
strings and decodes JSON strings back to Lua values. Used for
communication with the Rust side of the engine, the VFS read/write
bridge, and any wire-format that needs JSON.
Pure Luau, no engine dependencies. Compact and pretty-printed
encoders, plus a hand-rolled decoder that streams the input by position
so it works under WASM as well as native.
## Exports
- `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`.
- `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly).
- `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array.
- `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure.
## Usage
```luau
local Json = require("@builtin::modules.json")
local widget = { type = "button", text = "Click Me" }
local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}'
local pretty = Json.encodePretty(widget, " ")
local decoded = Json.decode(compact)
local v, err = Json.decode("oops") -- v = nil, err = error message
```
## Notes
- Object keys are sorted alphabetically in both encoders for consistent
output across runs.
- Numeric keys on objects are stringified at encode time (JSON has no
numeric keys). Pure-integer key sets get detected as arrays via
`isArray` and encoded with brackets.
- NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round
trips through `decode` recover `null` (Lua `nil`), so they don't
preserve.
- Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe.
Only the BMP is covered; supplementary planes via surrogate pairs
are not.
- Functions encode as `null`.
- Decode is character-streamed — no regex, no `string.match` patterns
on the whole input — so the line-and-column information needs to be
reconstructed from the position offset.
# assetType runtime
The machinery that reads a `<typename>.assetType/behavior.luau` and turns its
declarations into live behaviour.
A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared
code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` /
`onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` /
`settingsCorrections` hooks. None of it runs itself. This is the code that
runs it, and it lives here because reading a type's declarations is the
**assetType type's own behaviour** — the same way `material.assetType` owns
what a `.material` does.
## Sub-modules
| Module | Reads | Responsibility |
|---|---|---|
| `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. |
| `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. |
| `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. |
| `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. |
| `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. |
| `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. |
| `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. |
| `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. |
| `events.module` | `events` | The per-asset event runtime behind `ref.events`. |
| `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. |
| `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. |
| `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. |
## Reaching it
```luau
local rt = require("@builtin::assetTypes.assetType.shared")
rt.ref.loadTypeBehavior("material")
```
Fields resolve lazily. The prelude requires the sub-modules directly, in
dependency order (`ref`, then `changeDispatch`, `onRegister.install()`,
`refShapes.install()`) — a table that required all six on load would take that
ordering away from it.