wf_ground_mat
Ground material for the waterfall scene `fx_falls`. The scene's `ground` entity (a built-in cube scaled 56 x 0.2 x 56 at (50, -0.1, 140)) wears it.
wf_ground_mat
Ground material for the waterfall scene fx_falls. The scene's ground entity (a built-in cube
scaled 56 x 0.2 x 56 at (50, -0.1, 140)) wears it.
Shader: wf_rock (shaders/wf_rock.shader). Its README: world-space procedural wet rock with
strata, moss, mineral streaks, bump and spray-driven wetness, for a UV-less SDF mesh, where
origin_* is the waterfall's world position. From its header: rock near the falls and the pool is
dark, glossy and mossy, and dry rock above is warm and pale and banded by height; perceptual
roughness runs from 0.92 dry to 0.28 wet. proc/wf_env.procGraph uses the same shader for the cliff
mesh, with bump 0.55 and moss 1.0.
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
origin_x: 0,origin_y: 0,origin_z: 42: the point the shader measures positions from; spray wetness, the pool waterline, the seeps and the moss are placed relative to it. 42 is theZ0constantproc/wf_water.procGraphplaces the waterfall at.bump: 0.4: strength of the normal perturbation from the procedural height field (default 0.55).gain: 1.15: multiplier on the albedo (default 0.75).moss: 1.3: amount of moss on upward-facing wet surfaces (default 1.0); the moss blend is clamped to at most 0.92.tint: { r: 1.25, g: 1.08, b: 0.85, a: 1.0 }: colour multiplied into the albedo.
Scoped to this part · feeds back into the world's score.