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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

rift_plume

A rising column of arcane light for the rift: an upright card turned about the world Y axis toward the camera (`zero_billboard_axis`), filled with climbing, twisting wisps, brightest at the base and fading into the dark. Lane 0 is the HDR colour and opacity, lane 1.x a per-card p…

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

rift_plume

A rising column of arcane light for the rift: an upright card turned about the world Y axis toward the camera (zero_billboard_axis), filled with climbing, twisting wisps, brightest at the base and fading into the dark. Lane 0 is the HDR colour and opacity, lane 1.x a per-card phase.

Across the card the column is a Gaussian body that narrows from full width at the base to 0.3 of it at the top and sways on a sine that climbs with time. Two layers of rn_fbm2p noise, periodic along y with a period of 16 and scrolled with rn_wrap, stream upward through it, so the loop is seamless. The column fades in over the bottom 8 percent, falls off as (1 - y)^2.2 toward the top, and carries an extra glow right at the base. It returns the colour times its coverage times gain, with the coverage as alpha.

The arcane_rift graph (rift/arcane_rift.procGraph) draws its plume output with it through plumeMat (additive, culling off, depth writes off, gain wired to the graph's intensity input): four cards spaced along X from -0.9 to 0.9 at height 3.6, each 2.2 to 3.4 wide and 7.5 tall, coloured (1.1, 0.4, 3.0) at opacity 0.5, with a random phase each. In the Procgen Effects Showcase world, the fx_rift scene plays the graph.

The shader includes @builtin::shaderModules.billboard and rift_noise.

Properties

PropertyTypeDefaultMeaning
gainfloat1.0Multiplies the output colour (range 0 to 20).
vertexBoundsDilationfloat1.7How far the vertex hook moves a vertex past the mesh, in world units: the culling bounds grow by it so a moved vertex stays inside them.

Lanes

LaneCarries
data0.rgbHDR colour.
data0.aOpacity.
data1.xPer-card phase; the shader multiplies it by 10 and offsets the sway and the wisps with it.

Interface

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

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionAdditive upright column of arcane light rising out of the rift, filled with climbing, twisting wisps.

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shadermodule · born here
❒asset
# rift_noise Precision-safe integer-hash value noise and fbm (2D, 3D, and y-periodic variants for seamless time scrolling) shared by the arcane rift shaders. The hashes are integer PCG hashes of the lattice cell, so they stay crisp however large the coordinates grow, and every 2D noise can wrap along y with a period in lattice cells, so a field scrolled by time loops seamlessly. The interpolation is the smoothstep curve `f * f * (3 - 2 * f)`. A shader includes it with: ```wgsl #include "rift_noise" ``` The asset folder holds the same source as `module.wgsl` and `init.wgsl`. ## Functions | Function | Arguments | Returns | |---|---|---| | `rn_pcg(v)` | `v: u32` | A PCG-hashed `u32`. | | `rn_hash2(c)` | `c: vec2i`, a lattice cell | A hash of the cell as an `f32` between 0 and 1. | | `rn_hash3(c)` | `c: vec3i`, a lattice cell | A hash of the cell as an `f32` between 0 and 1. | | `rn_noise2p(p, period)` | `p: vec2f`, `period: i32` | 2D value noise between 0 and 1. With `period` above 0, the lattice wraps along y every `period` cells. | | `rn_noise2(p)` | `p: vec2f` | `rn_noise2p(p, 0)`: 2D value noise with `period` 0. | | `rn_fbm2(p)` | `p: vec2f` | Five octaves of `rn_noise2` with amplitudes 0.5, 0.25, 0.125 and so on; each octave rotates and scales the point by the matrix (1.6, 1.2, -1.2, 1.6) and offsets it. | | `rn_fbm2p(p, period)` | `p: vec2f`, `period: i32` | Four octaves of `rn_noise2p`, the frequency and the period doubling each octave so every octave wraps along y with the base period. | | `rn_noise3(p)` | `p: vec3f` | 3D value noise between 0 and 1. | | `rn_wrap(t, period)` | `t: f32`, `period: f32` | `t` wrapped into [0, period), to keep a time-scrolled coordinate small. | ## Used by - `rift_core`: `rn_fbm2` and `rn_noise2` for the tear's jagged edge, the abyss swirl, the rim flicker and the halo tongues. - `rift_crack`: `rn_wrap` for the surge trains and `rn_noise2` for the flicker. - `rift_mote_cluster`: `rn_hash3` for each sub-mote's id and `rn_wrap` for its orbit and twinkle. - `rift_plume`: `rn_wrap` and `rn_fbm2p` with a period of 16 for the climbing wisps.
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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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