op_hull
Material for the outpost under the energy-shield dome in the `fx_shield` scene (the `Outpost` entity at (110, 0, 150), the dome's centre). 18 entities wear it, all under `Outpost` or its habitats: the twelve rounded-box barriers that ring the outpost, the body of each of the thre…
op_hull
Material for the outpost under the energy-shield dome in the fx_shield scene (the Outpost entity
at (110, 0, 150), the dome's centre). 18 entities wear it, all under Outpost or its habitats: the
twelve rounded-box barriers that ring the outpost, the body of each of the three habitats
(hab_body), the cargo container cargo2, the central column proj_column and the dish on the
mast (mast_dish).
Shader: the built-in pbr shader (@builtin::shaders.pbr), the engine's standard physically based
material: the glTF metallic-roughness workflow lit by the shared pbr_shading model. Its glow
output is emissive times emissive_intensity (default 1.0) times the emissive texture (default
white).
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
base_color: { r: 0.17, g: 0.19, b: 0.23, a: 1.0 }: albedo, a blue-grey.emissive: { r: 0, g: 0, b: 0, a: 1.0 }: black, so it emits nothing.roughness: 0.5: perceptual roughness.metallic: 0.55: partly metallic.
Scoped to this part · feeds back into the world's score.