op_ground
Material for the outpost under the energy-shield dome in the `fx_shield` scene (the `Outpost` entity at (110, 0, 150), the dome's centre). The scene's `ground` entity (a built-in cube scaled 56 x 0.2 x 56 at (110, -0.1, 150)) wears it.
op_ground
Material for the outpost under the energy-shield dome in the fx_shield scene (the Outpost entity
at (110, 0, 150), the dome's centre). The scene's ground entity (a built-in cube scaled 56 x 0.2 x
56 at (110, -0.1, 150)) wears 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: { r: 0.07, g: 0.078, b: 0.10, a: 1.0 }: albedo, a dark blue-grey.emissive: { r: 0, g: 0, b: 0, a: 1.0 }: black, so it emits nothing.roughness: 0.96: perceptual roughness, close to fully rough.metallic: 0.0: dielectric.
Scoped to this part · feeds back into the world's score.