Log inGet started
✦
shader · drop-in viewer
asset⌬ shadershaderprimary: shader.wgsl·originates fromworld 0fc7535e-6…

ground_arcs

A flat annulus lying on the ground around the foot of the energy-shield dome: a soft energy glow, jagged radial arcs crawling out from the base, and hot spots on the ground under whichever part of the dome was just hit. It is the ground half of the shield, and reads the same hit…

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

ground_arcs

A flat annulus lying on the ground around the foot of the energy-shield dome: a soft energy glow, jagged radial arcs crawling out from the base, and hot spots on the ground under whichever part of the dome was just hit. It is the ground half of the shield, and reads the same hit table and strain value as shield_dome.

A bright rim sits right on the dome's base circle, with a wide halo outside it (widening as the ground heats) and a fainter one inside. Four layers of radial arcs, split into sectors 1/9, 1/14, 1/19 and 1/24 of a radian wide, are re-rolled 7, 11, 15 and 19 times a second; each sector lights at random, more often as heat rises, and draws a jagged line out to a random length between 0.6 and 3.2 units. Heat comes from the hits: each live hit warms the azimuth below it, weighted toward hits low on the dome and fading with age, plus the shield's strain. The rim and halo are tint, the arcs a mix of tint and hot, and the rim gains hot as the ground heats. Everything fades out between 4.5 and 9.5 units outside the base circle, and under strain the whole ring dims at random on 27 steps a second. The alpha is 1; the material blends it additively.

The ground_arcs_mat material (additive, culling off, depth writes off) uses it on the shield_ground_mesh annulus in the fx_shield scene. The ShieldFx module, run by the ShieldFxDriver component, sets center once at start and writes the twelve hits and the strain every frame.

Properties

PropertyTypeDefaultMeaning
tintcolor[0.08, 0.55, 1.0, 1.0]Base energy colour of the rim, halo and arcs.
hotcolor[0.75, 0.95, 1.0, 1.0]Hot colour mixed into the arcs and added to the rim with heat.
centerfloat4[0, 0, 0, 9]xyz: world position of the dome's centre; w: the dome's radius.
strainfloat0.0Overload of the shield, range 0 to 3, read as strain / 2.5 clamped to 1.
hit0 to hit11float4[0, 1, 0, -1]One recent hit each. xyz: unit direction from the dome's centre times the hit's strength; w: age in seconds. A negative age, or one above 3.5, marks the slot idle.

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 ground ring around the energy shield dome with jagged radial arcs and hot spots under recent hits.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

5items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · ground_arcs.shader

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up 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

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".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.