daeva_ash
The shroud of a daeva: a hole in the night rather than a lit surface. The body is near-black and drinks the temple's ember light, giving back only a cold rim where it turns away from the eye. Smoke churns through it in world space, the hem erodes into nothing, and a flare burns i…
daeva_ash
The shroud of a daeva: a hole in the night rather than a lit surface. The body is near-black and drinks the temple's ember light, giving back only a cold rim where it turns away from the eye. Smoke churns through it in world space, the hem erodes into nothing, and a flare burns it away from the bottom up along an ember edge.
One material serves every daeva. What differs between them is written into per-instance shader data on lane 0:
| Lane | Meaning |
|---|---|
.x | presence — 0 not yet arrived, 1 fully here. Sinks the erosion threshold from above the crown to just short of the hem, so a daeva comes into being as a ragged edge and its skirt is always eroding smoke. |
.y | burn — 0 whole, 1 burnt away. Raises a second threshold from the hem upward, with a hot ember edge riding just above it. |
.z | feeding — 0 drifting, 1 smothering an altar. Turns the rim from cold violet to ember. |
.w | seed — a per-daeva offset so two of them never churn in step. |
The mesh supplies uv.y as height along the part and color.r as how loosely
a vertex hangs; the vertex hook sways the hem and the rags by the second and
leaves the crown of the hood alone.
Every fire in the scene throws a little light along the daeva's edge through
catch_light, which is how a daeva standing over an altar is warm on one side
and findable on a dark rim. It is a small number on purpose: an altar light
carries an intensity near 40, so a value that looks modest turns the body
white.
Scoped to this part · feeds back into the world's score.