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asset⌬ materialmaterialprimary: mat.yaml·originates fromworld 0fc7535e-6…

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.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

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 the Z0 constant proc/wf_water.procGraph places 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.

Interface

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⌬ Metadata
descriptionProcedural wet-rock ground material (wf_rock shader) for the fx_falls waterfall scene, with a warm tint, extra moss and a lighter bump.

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shader · born here
❒asset
# wf_rock World-space procedural wet rock: strata, moss, mineral streaks, bump and spray-driven wetness for the meshed signed-distance cliff of the waterfall. Every pattern is computed from the world position relative to the waterfall's origin (`origin_x`, `origin_y`, `origin_z`). It is a `surface()` shader that fills a `PbrSurface`. A height field of `fx_noise` fBm plus ridged fBm gives the bump normal, scaled by `bump`. The dry rock is warm and pale, banded into long warped horizontal beds with grain. Dark seeps run down the face on either side of the falls, fading out between 6 and 17 units from its centre line. Wetness comes from the falls' spray around the plunge line, the waterline around the pool, and the seeps; wet rock is darker (by up to 42 percent) and glossier (roughness from 0.92 down to 0.28). Moss grows on gentle upward faces that stay wet, scaled by `moss`, and rust-brown mineral streaks run down the face. The albedo is multiplied by `gain` and `tint`, and occlusion follows the height field. The `wf_env` graph (`waterfall/wf_env.procGraph`) applies it to the cliff, plunge basin and boulders it contours from signed-distance solids, with the origin at z 42, `bump` 0.55 and `moss` 1.0. The Procgen Effects Showcase world's `wf_ground_mat` material uses it with the same origin, `bump` 0.4, `gain` 1.15, `moss` 1.3 and a warm `tint` (1.25, 1.08, 0.85), and the Procgen Effects Showcase world's `fx_falls` scene places that material. The shader includes `fx_noise` and `@builtin::shaderModules.pbr_shading`. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `bump` | float | 0.55 | Strength of the bump normal (range 0 to 3). | | `moss` | float | 1.0 | Amount of moss on wet upward faces (range 0 to 2). | | `tint` | color | [1, 1, 1, 1] | Multiplies the albedo. | | `gain` | float | 0.75 | Multiplies the albedo (range 0 to 2). | | `origin_x` | float | 0 | World X of the waterfall origin. | | `origin_y` | float | 0 | World Y of the waterfall origin. | | `origin_z` | float | 0 | World Z of the waterfall origin. |
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package · born here
❒asset
# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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