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

rift_ground

Ground material for the arcane rift scene `fx_rift`. The scene's `ground` entity (a built-in cube scaled 70 x 0.2 x 70 at (-150, -0.1, 140)) wears it. mat.yaml describes it as "Dark scorched basalt around the arcane rift."

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

rift_ground

Ground material for the arcane rift scene fx_rift. The scene's ground entity (a built-in cube scaled 70 x 0.2 x 70 at (-150, -0.1, 140)) wears it. mat.yaml describes it as "Dark scorched basalt around the arcane rift."

Shader: rift_ground (rift/shaders/rift_ground.shader). Its README: dark basalt ground for the arcane rift, procedural mottled slabs with bump lighting, scorched and heat-glowing around a rift centre. From the shader: slabs are separated by Voronoi gaps that darken the albedo and the occlusion; the scorch makes the stone darker and smoother near the centre, over an ellipse stretched 1.5 times along x because the rift runs along x; the heat glow is strongest at the centre and in the slab gaps near it, and breathes over time. It shades its own fragments through the shared pbr_shading model.

Render state (the render block of mat.yaml): queue: 2000, type: opaque (opaque blend), cull: back.

Properties

  • base_color: [0.16, 0.15, 0.17, 1]: stone albedo before mottling, grain and scorch (default [0.11, 0.1, 0.12, 1]).
  • center: [-147.5, 0, 148]: world position of the rift; the shader uses its x and z. The mat.yaml comment ties it to the ArcaneRift entity in scenes/fx_rift.scene, which stands at (-147.5, 0, 148).
  • glow: [0.55, 0.12, 1, 1]: emissive colour of the heat glow, a purple.
  • glow_strength: 1.0: multiplier on the glow.
  • bump: 0.25: strength of the bump normal from the slab height field (default 0.35).

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
descriptionDark basalt ground material (rift_ground shader) for the fx_rift scene: mottled slabs, scorched and glowing purple around the rift at x -147.5, z 148.

Sub-parts

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shader · born here
❒asset
# rift_ground Dark basalt ground for the arcane rift: procedural mottled slabs with bump lighting, scorched and heat-glowing (`glow` colour, `glow_strength`) around a rift centre (`center`, world space). The fragment builds a `PbrSurface` and shades it itself with `zero_pbr_shade` from `@builtin::shaderModules.pbr_shading`. All patterns are computed from the world XZ position. A height field of value-noise fBm, fine noise and voronoi slab edges (the F2 minus F1 distance, warped by fBm) gives the bump normal, scaled by `bump`. The albedo is `base_color` mottled by broad fBm and fine grain, darker and more occluded in the gaps between slabs. Distance to the centre is measured on an ellipse stretched 1.5 times along X, the direction the rift runs. Near the centre the stone is scorched to 0.45 of its colour and turns glassier (roughness from 0.95 down to 0.72), and a faint emissive heat glow in `glow` sits around the centre and along the slab gaps, breathing on `sin(1.7 * time)` (the rate of the tear's own breathing in `rift_core`) with a faster flicker on top. The `rift_ground` material (`rift/materials/rift_ground.material`, opaque) uses it with `base_color` (0.16, 0.15, 0.17), `center` at (-147.5, 0, 148), the world position of the `ArcaneRift` entity, `glow` (0.55, 0.12, 1.0), `glow_strength` 1.0 and `bump` 0.25. The ground of the `fx_rift` scene draws with that material. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `base_color` | color | [0.11, 0.1, 0.12, 1] | Base stone colour before mottling and scorch. | | `center` | float3 | [-147.5, 0, 148] | World position of the rift centre (x and z are read). | | `glow` | color | [0.55, 0.12, 1.0, 1] | Colour of the heat glow. | | `glow_strength` | float | 1.0 | Multiplies the heat glow (range 0 to 20). | | `bump` | float | 0.35 | Strength of the bump normal (range 0 to 3). |
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backing path · rift/materials/rift_ground.material

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