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

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.

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

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; with emissive_intensity at 1.0 the eyes emit this orange at values above 1.
  • roughness: 0.3: perceptual roughness.
  • Every other pbr property keeps its default, including metallic 0.0.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionEmissive orange eye material on the built-in pbr shader, worn by the two eyes of the stone dragon head in the fx_breath scene.

Sub-parts

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backing path · dragon_eye.material

Problems

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability—
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quality—
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performance—
frame & memory budget held
agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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