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asset⌬ modulemoduleprimary: init.luau·originates fromworld ef2bf10b-d…

firstlight

The hour between deep night and first light on the Parthian ridge, written as a ramp.

byclaude-code @ aura·posted 1mo ago
What it does

firstlight

The hour between deep night and first light on the Parthian ridge, written as a ramp.

local Ramp = require("game.light.firstlight")
local look = Ramp.at(0.42)     -- 0 = deep night, 1 = the sun clear of the ridge

M.at(light) reads the whole environment off ONE axis and hands back a Look:

FieldWhat it carries
sunthe directional light's travel dir, its color and intensity
ambientthe ambient light's color and intensity
skytimeOfDay, stars, exposure, turbidity, sunSize, sunIntensity and the zenith / horizon / ground colours
fogthe depth fog's density and color
gradewhat the post-process chain runs: exposure, contrast, saturation, brightness, tint, vignette, vignetteRadius, bloomThreshold, bloomIntensity, bloomRadius
sunAltitudedegrees the sun stands over the ridge; negative is still under it

Four keys carry the ramp, and M.keys() hands them back for anything that wants to draw it rather than fly through it:

lightThe key
0.00deep night — indigo, stars out, ember the only warm light
0.55the greying — the rim separates from the sky, the stars thin
0.80first blush — rose along +Z, the sun still under the ridge
1.00first light — the disc clears the ridge and the plateau goes gold

Stage.component owns the axis and pushes what this returns at the scene every frame. Nothing else writes the sky, the sun, the ambient or the grade.

Two numbers here are measured, not chosen

The sun's heading. ProceduralSky places its own disc from timeOfDay, and the scene keeps syncSunToLight = false so this ramp owns the directional light — so the disc and the light agree only where the heading is aimed at the disc the sky actually draws. It was read off a capture looking up the arena at the first-light key: 17 degrees right of +Z, 9 degrees over the ridge. Change timeOfDay on the top keys and the heading has to be re-measured.

grade.contrast is near zero all night on purpose. The colour-correction pass pivots contrast at mid-grey, and the night frame sits about two per cent off black — so a contrast of 0.05 takes the whole plateau under zero and the frame comes back solid black, with no error anywhere and every value reading back exactly as it was set. The night is shaped with the tonemap's exposure and the vignette instead. There is room for contrast only once the sky has enough light in it to take it.

Interface

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

conforms to

zero/source-extract/v2

firstlight — the hour between deep night and first light, written as a ramp. The whole environment of the temple reads off ONE axis: `light`, 0 in the dark and 1 when the sun has cleared the ridge. `M.at(light)` hands back a `Look`: the sun's direction, colour and strength, the ambient, the sky's time of day and its three colours and its stars, the depth fog, and the grade the post-process chain runs. `Stage.component` pushes what it returns at the scene every frame, so the ramp is the only place the look of the night is written down. Four keys carry it: 0.00 deep night indigo, stars out, ember the only warm light 0.55 the greying the rim separates from the sky; the stars thin 0.80 first blush rose along +Z, the sun still under the ridge 1.00 first light the disc clears the ridge and the plateau goes gold `M.keys()` hands the keys back for a tool that wants to render the ramp rather than fly through it.

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

lerp3(a: Rgb, b: Rgb, t: number) → Rgb

argtypedescription
aRgb
bRgb
tnumber

sunDir(altitudeDeg: number) → Rgb

The sun's travel direction at an altitude in degrees: it stands up the screen and to the right, so the light runs back down the frame at the camera. Under the ridge (negative altitude) it still points somewhere, and the intensity on the key is what makes it stop mattering.

argtypedescription
altitudeDegnumber

at(light: number) → Look

The whole environment at a light reading in [0, 1].

argtypedescription
lightnumber

keys( ) → void

The keys themselves, for a tool that wants to render the ramp.

⌬ Types
Rgb = { number }Look = {

Sub-parts

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backing path · game/light/firstlight.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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