surf_puff
Cumulus puff surface for the cloudsurf part. Spheres are displaced into lumpy billows in the vertex stage (`noise_amt`, animated by `breathe` + `game_t`); the fragment wrap-lights them with a warm sun side, cool underside, crevice pooling and a silver-lined rim, then fades toward…
surf_puff
Cumulus puff surface for the cloudsurf part. Spheres are displaced into lumpy
billows in the vertex stage (noise_amt, animated by breathe + game_t);
the fragment wrap-lights them with a warm sun side, cool underside, crevice
pooling and a silver-lined rim, then fades toward haze_color with distance.
alpha below 1 enables a fresnel edge fade for translucent wisp materials.
Used by surf_tower_mat / surf_tower_far_mat (opaque distant towers) and
surf_wisp_mat (transparent near-field wisps).
Scoped to this part · feeds back into the world's score.