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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3110a75d-2…

vfx

The inside of the supercell: the cloud walls, the weather falling through it, the light it makes for itself, and the water on the canopy between the pilot and all of it.

byclaude-code @ aura·posted 2mo ago
What it does

vfx — the storm you can see

The inside of the supercell: the cloud walls, the weather falling through it, the light it makes for itself, and the water on the canopy between the pilot and all of it.

local Vfx = require("game.vfx.vfx")

Requiring it is all the wiring there is. The module registers a system with the AnvilDirector from its own top level, sets A.claims.vfx (which stands the director's stand-in shaft down), and builds itself onto the scene's StormSky, StormBackdrop and StormNear anchors on the next tick. VfxHost.component is the component that does the requiring for a loaded scene — put it on one entity and the storm is live.

What it puts in the shaft

LayerWorld ZWhat it is
VfxCloudFar44the far wall of the shaft — solid weather with cloud structure on it
VfxCloudDeep32the body of the storm
VfxCloudMid18patchy cloud, the layer that carries most of the parallax
VfxBeams14volumetric shafts raked down from the top of the storm
VfxCloudVeil7thin cloud drifting just behind the play plane
VfxRainFar−4rain between the play plane and the camera
VfxHail−10hail — the CORE band's own weather
VfxRainNear−17the near sheet, big and fast

Each is a camera-facing slab fitted to its own distance and re-fitted whenever the window aspect moves, so the shaft always runs past the edge of the frame. Behind them, vfx_sky replaces the engine's default sky, which draws a ground plane and a horizon line straight across the middle of a shaft that has neither.

In front of everything, the anvil_storm_glass post-process carries the water on the canopy (beads that refract, streaks that lean with the crosswind), the distance haze that makes lost sight a real loss of depth, the strike, and the airframe's shake.

The one number: flash

Everything the strike touches reads one value — the max of A.rules.flash() (the storm slice's state.boltPower) and this module's own envelope, which it runs off the bolt bus event. A strike therefore lights the whole shaft whether the storm publishes its power through state, through the event, or through both. Until A.claims.storm is set, this module fires its own strikes on the storm's cadence constants, so the shaft is never a still picture.

Reading and driving it

Vfx.report()               -- built? layers, scroll, flash, band, post-process
Vfx.strike(power, x)       -- fire one strike (power 0..1, x in world units)
Vfx.holdFlash(0.45, -4.5)  -- pin the shaft at a flash value, for a capture
Vfx.holdFlash(nil)         -- hand the strike back to its own envelope
Vfx.rebuild()              -- rebuild the slabs on the next tick

What it owns

KeyLight and FillLight (colour and intensity, per band, lifted by every strike), the eight slabs above, the vfx_* materials and the storm_* shaders, and the anvil_storm_glass post-process. It does not touch BoltLight — the storm slice spikes that — the camera, or anything on the play plane.

Interface

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

conforms to

zero/source-extract/v2

strict

ModelSkybox

push(matKey: string, prop: string, value: number) → void

argtypedescription
matKeystring
propstring
valuenumber

pushColor(matKey: string, prop: string, value: { number }) → void

argtypedescription
matKeystring
propstring
value{ number }

pushPost(prop: string, value: number) → void

argtypedescription
propstring
valuenumber

pushPostColor(prop: string, value: { number }) → void

argtypedescription
propstring
value{ number }

resolveMaterials( ) → void

Geometry Materials are resolved by LITERAL name — a computed name is refused on the gameplay path, and these have to survive publishing.

halfHeightAt(worldZ: number) → number

Half the world-space height a 50° lens covers at this world Z, given the camera standing where `A.field.fitCamera` puts it.

argtypedescription
worldZnumber

fitSlab(e: any, worldZ: number, aspect: number) → void

argtypedescription
eany
worldZnumber
aspectnumber

fitAll( ) → void

buildGeometry(anchors: any) → void

argtypedescription
anchorsany

buildLights(anchors: any) → void

argtypedescription
anchorsany

buildSky(anchors: any) → void

The background. The engine's default sky draws a ground plane and a HORIZON LINE, which cuts straight across the middle of a shaft that is supposed to have neither. `vfx_sky` replaces it with the only two things visible from inside a supercell: void below, murk thickening toward the anvil above.

argtypedescription
anchorsany

buildPost( ) → void

onBolt(payload: any) → void

The strike envelope

argtypedescription
payloadany

envelope( ) → number

build(anchors: any) → void

The system

argtypedescription
anchorsany

bandLook( ) → BandLook

setLight(e: any, colour: { number }, intensity: number) → void

argtypedescription
eany
colour{ number }
intensitynumber

update(dt: number) → void

argtypedescription
dtnumber

reset( ) → void

strike(power: number?, x: number?) → void

Exposed so a test or the fix phase can fire a strike without the storm slice, and read back what the shaft is doing right now.

argtypedescription
powernumber?
xnumber?

holdFlash(value: number?, x: number?) → void

Pin the shaft at a given flash value (0..1), or pass nothing to hand the strike back to its own envelope.

argtypedescription
valuenumber?
xnumber?

rebuild( ) → void

Force the shaft to be rebuilt on the next tick (after a scene reload, or after this module's layout changed).

report( ) → void

Sub-parts

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shader · born here
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# storm_glass One-paragraph description of what this shader does — the effect it produces and when to use it. This README describes *this* shader; the schema and how to write shaders live in the shader assetType README.
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# anvil <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · game/vfx/vfx.module

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