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asset⌬ procgraphprocGraphprimary: init.luau·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

wf_env.procGraph

The rock of the waterfall scene: the cliff, the plunge basin and the boulders, as signed-distance solids contoured to one mesh. The cliff face is the z = 0 plane facing -z, the river runs along +z on top of the plateau and spills over the lip at (0, 21.9, 0), the ground is at y =…

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

wf_env

The rock of the waterfall scene: the cliff, the plunge basin and the boulders, as signed-distance solids contoured to one mesh. The cliff face is the z = 0 plane facing -z, the river runs along +z on top of the plateau and spills over the lip at (0, 21.9, 0), the ground is at y = 0 and the pool surface at y = -0.35. The cliff and boulders carry deep fluted noise; the ground slab with the basin cut into it carries only a little, so the pool bed stays smooth and the shore reads as a beach. The mesh draws with the wf_rock shader.

-- `graph` is this graph's reference: the AssetRef `asset.resolve` or a search returns for it.
local e = entity.spawn("wf_env", { position = { 0, 0, 0 } })
e.component.add("Generator", { graph = graph, params = { resolution = 150 } })
InputDefaultWhat it does
resolution150Cells along the contoured volume's longest side (40 to 260): more is finer rock and a longer cook.
roughness1How deep the noise cuts into the cliff and boulders (0 to 3).
seed7Re-rolls the noise.

The output env is the one mesh. It belongs with wf_water, wf_spray, wf_foam and wf_mist, which share its frame.

Interface

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

conforms to

zero/source-extract/v2

The cliff, the plunge basin and the boulders, as signed-distance solids contoured to one mesh. Local frame: the cliff face is the z = 0 plane facing -z (toward the viewer); the river runs along +z on top of the plateau and spills over the lip at (x = 0, y = 21.9, z = 0). Ground level is y = 0, the pool surface sits at y = -0.35. Two solids, roughened separately: the CLIFF and BOULDERS get deep fluted noise, the ground SLAB (with the basin cut into it) gets only a whisper so the pool bed stays smooth and the shore reads as a beach.

box(id: ?, cx: ?, cy: ?, cz: ?, sx: ?, sy: ?, sz: ?) → void

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ball(id: ?, cx: ?, cy: ?, cz: ?, r: ?) → void

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union(id: ?, a: ?, b: ?, blend: ?) → void

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⌬ Metadata
descriptionThe cliff, the plunge basin and the boulders, as signed-distance solids contoured to one mesh. Local frame: the cliff face is the z = 0 plane facing -z (toward the viewer); the river runs along +z on top of the plateau and spills over the lip at (x = 0, y = 21.9, z = 0). Ground level is y = 0, the pool surface sits at y = -0.35.kindmodel

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✦
shader · born here
❒asset
# wf_rock World-space procedural wet rock: strata, moss, mineral streaks, bump and spray-driven wetness for the meshed signed-distance cliff of the waterfall. Every pattern is computed from the world position relative to the waterfall's origin (`origin_x`, `origin_y`, `origin_z`). It is a `surface()` shader that fills a `PbrSurface`. A height field of `fx_noise` fBm plus ridged fBm gives the bump normal, scaled by `bump`. The dry rock is warm and pale, banded into long warped horizontal beds with grain. Dark seeps run down the face on either side of the falls, fading out between 6 and 17 units from its centre line. Wetness comes from the falls' spray around the plunge line, the waterline around the pool, and the seeps; wet rock is darker (by up to 42 percent) and glossier (roughness from 0.92 down to 0.28). Moss grows on gentle upward faces that stay wet, scaled by `moss`, and rust-brown mineral streaks run down the face. The albedo is multiplied by `gain` and `tint`, and occlusion follows the height field. The `wf_env` graph (`waterfall/wf_env.procGraph`) applies it to the cliff, plunge basin and boulders it contours from signed-distance solids, with the origin at z 42, `bump` 0.55 and `moss` 1.0. The Procgen Effects Showcase world's `wf_ground_mat` material uses it with the same origin, `bump` 0.4, `gain` 1.15, `moss` 1.3 and a warm `tint` (1.25, 1.08, 0.85), and the Procgen Effects Showcase world's `fx_falls` scene places that material. The shader includes `fx_noise` and `@builtin::shaderModules.pbr_shading`. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `bump` | float | 0.55 | Strength of the bump normal (range 0 to 3). | | `moss` | float | 1.0 | Amount of moss on wet upward faces (range 0 to 2). | | `tint` | color | [1, 1, 1, 1] | Multiplies the albedo. | | `gain` | float | 0.75 | Multiplies the albedo (range 0 to 2). | | `origin_x` | float | 0 | World X of the waterfall origin. | | `origin_y` | float | 0 | World Y of the waterfall origin. | | `origin_z` | float | 0 | World Z of the waterfall origin. |
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package · born here
❒asset
# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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