basalt
The rock of the sea cliff in First Light: Crowfeet. A procedural basalt surface shaded by the engine's PBR: columnar jointing from a warped Voronoi field in the horizontal plane, horizontal cross-joints breaking each column into blocks, per-column colour jitter, lichen that grows…
basalt
The rock of the sea cliff in First Light: Crowfeet. A procedural basalt surface shaded by the engine's PBR: columnar jointing from a warped Voronoi field in the horizontal plane, horizontal cross-joints breaking each column into blocks, per-column colour jitter, lichen that grows on the up-facing and out-facing stone above the splash zone, pale salt-and-guano crust near the summit, and a wet, glossy, darkened band at the sea. Relief comes from a surface-gradient bump over the same joint field, so the columns read in the light without geometry.
Per-instance variation rides shader_data[0]: x boosts lichen, y boosts the
pale summit crust, z jitters the rock's hue per entity, w adds roughness.
The dawn property (0 at night, 1 at full first light) warms the albedo and
lifts the lichen as the light comes.
Scoped to this part · feeds back into the world's score.