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asset⌬ shadershaderprimary: shader.wgsl·originates fromworld 0fc7535e-6…

blast_ground

World-space scorched dirt PBR shader with an old scorch stain at the blast site. Its `surface()` function samples `fx_noise` on the world XZ plane: a broad fBm mixes two dark, cool dirt colours, a mid-scale fBm varies brightness and occlusion, a fine gradient noise adds grain, an…

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

blast_ground

World-space scorched dirt PBR shader with an old scorch stain at the blast site. Its surface() function samples fx_noise on the world XZ plane: a broad fBm mixes two dark, cool dirt colours, a mid-scale fBm varies brightness and occlusion, a fine gradient noise adds grain, and a fourth fBm draws dry cracks wherever it crosses zero. Inside scorch_radius of the blast centre the dirt blends toward near-black soot (up to 80 percent), with the stain's edge pushed in and out by the mid-scale noise. Roughness is fixed at 0.92 and occlusion runs from 0.85 to 1.0.

The blast_ground material (blast/materials/blast_ground.material) uses it with the centre at x 0.4, z 8.0 and a radius of 9, the point the wall_blast graph detonates at. The ground plane of the fx_blast scene draws with that material.

The shader includes fx_noise with #include "fx_noise".

Properties

PropertyTypeDefaultMeaning
center_xfloat0.4World X of the scorch centre (range -1000 to 1000).
center_zfloat8.0World Z of the scorch centre (range -1000 to 1000).
scorch_radiusfloat9.0Distance from the centre where the stain fades to nothing; the stain is at full strength inside 0.15 of this distance (range 0.1 to 200).

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⌬ Metadata
descriptionScorched packed dirt in world space, with noise cracks and a dark soot stain around the blast centre of the wall blast scene.

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shadermodule · born here
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# fx_noise Procedural noise for effect shaders, as WGSL other shaders include with `#include "fx_noise"`: integer hashes, value and gradient noise in 2D and 3D, fBm and ridged fBm over them, curl noise, and worley (cellular) noise that returns the distance to the nearest feature point and that cell's id. The functions are pure math over their arguments, so a material's fragment shader and a compute shader can both include it and read the same field. Every generator takes an explicit `seed`, so one shader draws several uncorrelated fields from the same coordinates. The hashes mix integers, so a value is the same bit pattern wherever it runs; the float entry points hash a float's bit pattern, with `0.0` and `-0.0` folded together. ```wgsl #include "fx_noise" ``` | Function | Returns | |---|---| | `fx_hash11(x)`, `fx_hash21(p)`, `fx_hash31(p)` | a stable value in [0, 1) for a number or point | | `fx_value_noise2(p, seed)`, `fx_value_noise3(p, seed)` | smooth value noise in [0, 1) | | `fx_gradient_noise2(p, seed)`, `fx_gradient_noise3(p, seed)` | gradient (Perlin-style) noise in [-1, 1], exactly 0 at every integer point | | `fx_fbm2(p, octaves, lacunarity, gain, seed)`, `fx_fbm3(...)` | fractal sum of gradient noise in [-1, 1]: clouds, smoke, rock | | `fx_ridged_fbm3(p, octaves, lacunarity, gain, seed)` | ridged fractal noise in [0, 1]: cracks, crags, veins | | `fx_curl_noise3(p, seed)` | a divergence-free flow vector: swirling smoke and dust | | `fx_worley2(p, seed)`, `fx_worley3(p, seed)` | `{ dist, cell, id }` of the nearest feature point: foam cells, stone, sparkle | | `fx_worley_fbm2(p, octaves, lacunarity, gain, seed)` | fractal cellular noise in [0, 1] | ## Arguments - `p` is an `f32`, `vec2f` or `vec3f` coordinate, matching the function's dimension. - `seed` is a `u32`. - `octaves` is a `u32`, clamped to 1 through `FX_FBM_MAX_OCTAVES` (12). Each octave multiplies the frequency by `lacunarity` and the amplitude by `abs(gain)`, and the fBm functions divide by the summed amplitudes, which keeps the stated range for any gain. Octave `i` uses seed `seed + i * 1013`. ## Building blocks The module also exports the pieces the generators are built from: | Function or item | What it is | |---|---| | `fx_hash_u32(x)`, `fx_hash_u2(x, y)`, `fx_hash_u3(x, y, z)` | Integer avalanche hashes of one, two or three `u32` words, returning a `u32`. | | `fx_unorm(h)`, `fx_snorm(h)` | A hashed `u32` as an `f32` in [0, 1) or [-1, 1), from its top 24 bits. | | `fx_bits(x)` | The `u32` bits of an `f32`, with negative zero folded onto positive zero. | | `fx_hash22(p)`, `fx_hash33(p)` | Two or three decorrelated values in [0, 1) for a 2D or 3D point. | | `fx_lattice_u2(cell, seed)`, `fx_lattice_u3(cell, seed)` | The hashed `u32` a seeded integer lattice corner (`vec2i` or `vec3i`) carries. | | `fx_lattice21(cell, seed)`, `fx_lattice31(cell, seed)` | That corner's value in [0, 1); `fx_value_noise2` at an integer point equals `fx_lattice21` of that point. | | `fx_fade(t)` | The quintic fade `t^3 * (t * (6t - 15) + 10)` used to interpolate across a cell. | | `fx_gradient2(cell, seed)`, `fx_gradient3(cell, seed)` | The unit gradient a seeded lattice corner carries; the 3D one is spread evenly over the sphere. | | `fx_curl_potential3(p, seed)` | The three-component potential `fx_curl_noise3` takes the curl of, by central differences over `FX_CURL_EPSILON` (0.05). | | `fx_cell_point2(cell, seed)`, `fx_cell_point3(cell, seed)` | Where a cell's feature point sits inside the cell, in [0, 1) per axis. | | `fx_cell_id2(cell, seed)`, `fx_cell_id3(cell, seed)` | The id in [0, 1) a cell is tinted by. | | `FxWorley2`, `FxWorley3` | The worley result: `dist` (`f32`), `cell` (`vec2i` or `vec3i`) and `id` (`f32`). | | `FX_TAU` | 2 pi. | `fx_worley2` searches the 3 by 3 cells around the sample and `fx_worley3` the 3 by 3 by 3 cells. `fx_worley_fbm2` sums `1 - dist`, clamped to [0, 1], over its octaves, so feature points read as peaks. ## Used by The waterfall (`wf_particle`, `wf_pool`, `wf_rock`, `wf_sheet`) and wall blast (`blast_puff`, `blast_shock`, `blast_stone`) shaders in this package draw their foam, mist, rock, dust and debris from it, and so does the Procgen Effects Showcase world's `blast_ground`.
▲ 0↑ born
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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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backing path · blast/shaders/blast_ground.shader

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