op_amber
Material for the outpost under the energy-shield dome in the `fx_shield` scene (the `Outpost` entity at (110, 0, 150), the dome's centre). Six entities wear it: the window of each of the three habitats (`hab_window` under `hab1`, `hab2`, `hab3`), the two lamp heads (`lamp_head1`,…
op_amber
Material for the outpost under the energy-shield dome in the fx_shield scene (the Outpost entity
at (110, 0, 150), the dome's centre). Six entities wear it: the window of each of the three habitats
(hab_window under hab1, hab2, hab3), the two lamp heads (lamp_head1, lamp_head2,
built-in spheres) and pad_ring, a 5.9 m wide, 0.04 m thick cylinder beneath the 5.55 m landing
pad, all under Outpost.
Shader: the built-in pbr shader (@builtin::shaders.pbr), the engine's standard physically based
material: the glTF metallic-roughness workflow lit by the shared pbr_shading model. Its glow
output is emissive times emissive_intensity (default 1.0) times the emissive texture (default
white).
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
base_color: { r: 0.15, g: 0.08, b: 0.02, a: 1.0 }: albedo, a dark brown.emissive: { r: 3.0, g: 1.4, b: 0.25, a: 1.0 }: amber glow colour, above 1 in red and green.roughness: 0.4: perceptual roughness.metallic: 0.0: dielectric.
Scoped to this part · feeds back into the world's score.