vlt_stone
The crypt's masonry, computed rather than textured. Ashlar coursing in running bond, grime, large slow stains that cross many courses, moss gathering in the joints, damp streaks and a tide line where the flood has stood for two hundred years — all of it from world position, so on…
vlt_stone
The crypt's masonry, computed rather than textured. Ashlar coursing in running
bond, grime, large slow stains that cross many courses, moss gathering in the
joints, damp streaks and a tide line where the flood has stood for two hundred
years — all of it from world position, so one shader dresses the well's curved
wall, a flat flagstone floor, a dressed pier and a block of fallen masonry with
no UVs authored anywhere. cylindrical unwraps a surface around the world Y
axis so coursing runs continuously around an enclosure with no triplanar seam;
wet_line and wet_depth set where the stone stops being wet, and everything
below goes dark and mirror-smooth. dark_top takes the albedo down with height
so a deep shaft loses its walls to the dark instead of to flat grey.
Consumed by vlt_wall, vlt_floor, vlt_pier and vlt_rubble.
Scoped to this part · feeds back into the world's score.