dragon_eye
Glowing eye material for the stone dragon head in the `fx_breath` scene. The two eye entities (`eye_1` and `eye_-1`, built-in spheres under the `dragon` parent) wear it.
dragon_eye
Glowing eye material for the stone dragon head in the fx_breath scene. The two eye entities
(eye_1 and eye_-1, built-in spheres under the dragon parent) wear it.
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: [0.05, 0.01, 0.0, 1.0]: albedo, a very dark red-brown.emissive: [9.0, 1.6, 0.12, 1.0]: emissive colour; withemissive_intensityat 1.0 the eyes emit this orange at values above 1.roughness: 0.3: perceptual roughness.- Every other
pbrproperty keeps its default, includingmetallic0.0.
Scoped to this part · feeds back into the world's score.