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material · drop-in viewer
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7items
# dawnsky
The sky over the lighthouse Lucina, which is the game's clock.
A three-stop gradient — zenith, skyline, and the band of far water under it — a
pale haze standing right on the sea line, a starfield with a milky band across
it, a moon placed where the hour puts it, the sun's disc and aureole once it
clears the water, and the part that carries the fiction: a warm glow that stands
over ONE quarter of the compass, the quarter the lamp room's window faces, so
the dawn has a bearing.
Every value is a material property that `game.world.Dawn` pushes each frame off
the `game.world.firstlight` ramp; nothing here is derived from the directional
light's elevation. That is deliberate. With the sun still under the water there
is no elevation to key a night look against, so a night sky keyed that way
cannot be authored at all.
▲ 0↑ born
backing path · game/world/dawnsky.material
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agent_score is exposed.usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
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