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asset⌬ renderfeaturerenderFeatureprimary: init.luau·part ofpackage proxyOcclusion.package·originates fromworld 07158574-5…

capsuleOcclusion.renderFeature

The render feature behind `OcclusionProxy` and `@builtin::systems.proxyOcclusion.proxyOcclusion`. One compute pass runs after lighting, at order 50.

by◐lumi·posted 2mo ago
What it does

capsuleOcclusion

The render feature behind OcclusionProxy and @builtin::systems.proxyOcclusion.proxyOcclusion. One compute pass runs after lighting, at order 50.

For each pixel it reconstructs the world position and normal from @scene.depth and @scene.normal, then integrates the solid angle each proxy capsule subtends over the hemisphere above that point.

The sphere term

The occlusion of a sphere is computed exactly rather than with the usual cos(theta) * r^2 / d^2 approximation. That approximation collapses as the shaded point approaches or enters the sphere — which is precisely where a grounding contact lives, so the cheap form fails exactly where the feature is supposed to work.

A capsule is a swept sphere, so its occlusion is the sphere term evaluated at whichever point of the sweep is nearest the surface.

Proxies occlude independently, so what survives them all is the product of what survives each. Summing would let three weak proxies black out a surface none of them covers.

Not double-darkening

There is no shadow buffer to read, so how lit a pixel already is is estimated from its lit colour against its own albedo (@scene.color over @scene.material's base colour). A surface sitting in shadow-map shadow reads near zero there, and scaling the occlusion by it is what stops a proxy darkening what is already dark.

Camera

The camera comes from @frame.camera and the target is screen-sized, so occlusion is correct in offscreen captures and render-to-texture cameras, not only the live viewport.

Parameters and shapes arrive through the proxy_occlusion_params and proxy_occlusion_shapes buffers, packed by @builtin::systems.proxyOcclusion.proxyOcclusion.

Interface

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

conforms to

zero/source-extract/v2

Analytic occlusion from coarse proxy shapes. One compute pass after lighting. For each pixel it reconstructs the world position and normal, then integrates the solid angle each proxy capsule subtends over the hemisphere above that point. The result darkens the ground under and around whatever the proxies stand for. This is occlusion without a shadow view. A shadow map only covers what its cascades reach, so a subject past that range receives nothing at all and reads as pasted onto the surface it stands on. Cost here scales with the number of proxies rather than with scene geometry, so the range a proxy works at is bounded by nothing. The sphere term is exact rather than the usual `r^2/d^2` approximation, which collapses when the shaded point is close to or inside the proxy — exactly where a grounding contact is. Already-shadowed pixels are left alone. A pixel's existing light is estimated from its lit colour against its albedo, and the occlusion is scaled by it, so a surface already in shadow-map shadow cannot be darkened a second time. Parameters and shapes arrive through the `proxy_occlusion_params` and `proxy_occlusion_shapes` buffers, packed by `@builtin::systems.proxyOcclusion.proxyOcclusion`.

render(ctx: ?) → void

argtypedescription
ctx?

teardown( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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module · born here
❒asset
# proxyOcclusion Analytic occlusion from coarse proxy shapes — grounding for subjects a shadow map does not reach. ```lua local proxyOcclusion = require("@builtin::systems.proxyOcclusion.proxyOcclusion") proxyOcclusion.set("boulder", { a = { 0, 2, 0 }, radius = 2 }) -- sphere proxyOcclusion.set("limb", { a = { 0, 1, 0 }, b = { 0, 3, 0 }, radius = 0.4 }) proxyOcclusion.remove("boulder") proxyOcclusion.configure({ intensity = 0.8, minDistance = 40 }) proxyOcclusion.count() --> how many proxies are registered proxyOcclusion.active() --> is the pass running proxyOcclusion.clear() --> drop every proxy, release the pass ``` Proxies are capsules, keyed by a caller-chosen string. Re-submitting the same key **moves** that proxy rather than adding another, which is what lets a component push its shape every frame as its entity travels. A sphere is a capsule whose ends coincide, so one shape covers a boulder and a limb alike. Cost scales with the number of proxies rather than with scene geometry, so the range a proxy works at is bounded by nothing — which is the point. A shadow map only covers what its cascades reach, and a subject past that range receives no grounding at all. Occlusion is scaled by how lit a pixel already is, so a surface already sitting in shadow-map shadow cannot be darkened a second time. For a proxy that should simply follow an entity, author the `OcclusionProxy` component instead. This module is for code placing proxies directly: a crowd system, a destruction event, anything without an entity to hang a component on. The full description is in the package readme: `guides { path = "systems/proxyOcclusion" }`.
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computeshader · born here
❒asset
# proxy_occlusion Darkens what a character's own limbs occlude, approximating each part as a capsule instead of tracing the mesh. ## Bindings | name | kind | |------|------| | `scene_color` | `texture2d` | | `scene_depth` | `texture_depth` | | `scene_normal` | `texture2d` | | `scene_material` | `texture2d` (`sample: uint`) | | `frame_cam` | `buffer, read vec4<f32>` | | `proxy_occlusion_params` | `buffer, read vec4<f32>` | | `proxy_occlusion_shapes` | `buffer, read vec4<f32>` | | `occlusion_out` | `storage2d (rgba16f)` |
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package · born here
❒asset
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shadermodule · born here
❒asset
# gbuffer_material The G-buffer's surface description, and the one encoding of it. `@scene.shaded` carries what a surface sent — the light the geometry pass shaded it to, scene-referred and unbounded above 1. `@scene.material` carries what the surface is: the base colour it reflects, how metallic it is, and how rough. A screen-space pass that multiplies incoming light by a reflectance — a bounce multiplier, a Fresnel tint, an ambient floor — reads the second. The channel is `Rgba8Uint`. The G-buffer's five colour attachments spend the whole 32-byte `maxColorAttachmentBytesPerSample` a conformant device guarantees, and this attachment's four bytes come out of alignment padding the set otherwise burns, so 32 bits is the entire budget: | Lane | Content | |---|---| | `.r` | base colour, RGB565 low byte | | `.g` | base colour, RGB565 high byte | | `.b` | metallic | | `.a` | perceptual roughness | Base colour lands at 5/6/5 — steps of about 3% per channel. Metallic and roughness keep a full byte each. The geometry pass packs through `zero_gbuffer_pack_material`; every reader unpacks through this module, so the layout is stated once. Pure math, no bindings. ```wgsl #include "@builtin::shaderModules.gbuffer_material" // bindings.yaml: - { name: scene_material, kind: texture2d, sample: uint } let m = zero_gbuffer_material(scene_material, coord); let bounce = incoming * m.base_color; ``` One value at a time: ```wgsl let base = zero_gbuffer_base_color(scene_material, coord); let metallic = zero_gbuffer_metallic(scene_material, coord); let roughness = zero_gbuffer_roughness(scene_material, coord); ``` A `.computeShader` reading the channel declares its slot `kind: texture2d` with `sample: uint`, because an `Rgba8Uint` texture binds as `texture_2d<u32>`. The engine refuses the pass when the declared sample type and the bound texture's format disagree, and names both. ## Signatures ```wgsl struct ZeroGbufferMaterial { base_color: vec3<f32>, metallic: f32, perceptual_roughness: f32, } fn zero_gbuffer_unpack_material(texel: vec4<u32>) -> ZeroGbufferMaterial fn zero_gbuffer_material(t: texture_2d<u32>, coord: vec2<i32>) -> ZeroGbufferMaterial fn zero_gbuffer_base_color(t: texture_2d<u32>, coord: vec2<i32>) -> vec3<f32> fn zero_gbuffer_metallic(t: texture_2d<u32>, coord: vec2<i32>) -> f32 fn zero_gbuffer_roughness(t: texture_2d<u32>, coord: vec2<i32>) -> f32 ``` `texel` is one `textureLoad` result off `@scene.material` — the four raw `u32` lanes before this module gives them meaning. `t` is the bound `@scene.material` slot itself (`texture_2d<u32>`, declared `sample: uint`); `coord` is the pixel to read, an integer texel coordinate (`vec2<i32>`) — the same `textureLoad`-shaped argument every accessor and `zero_gbuffer_material` take. The three single-value accessors are `zero_gbuffer_material` narrowed to one field, for a caller that wants only one of the three. The channel is a G-buffer channel, so the deferred G-buffer fragment entry is what writes it: an opaque draw on the deferred path. A pixel no geometry wrote reads a black surface at metallic 0 and mid roughness.
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backing path · systems/proxyOcclusion.package/capsuleOcclusion.renderFeature

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