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."
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 theArcaneRiftentity inscenes/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).
Scoped to this part · feeds back into the world's score.