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asset⌬ modulemoduleprimary: init.luau·originates fromworld f55f755d-f…

astral

The sky and the weather of *Pastel Astral Dream* — everything above and between the islands. Serves shots 1, 2, 4, 5, 11 and 13.

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

@user::pad.astral

The sky and the weather of Pastel Astral Dream — everything above and between the islands. Serves shots 1, 2, 4, 5, 11 and 13.

whathow it is drawn
the void, the starfield, the star showers, the pale ringed body with its turning rings, the nebula bandpad_sky, a sky-domain shader on the scene's Skybox
sugar snow — falling in act one, rising in act threepad_snow, two volumes that ride the film's eye: a 2.2 m one for the macros and a 1500 m one for the wides
the nebula front and its crossingpad_nebula, a slab of churning additive puffs flown along X by film.frontX(t)
the column of melt leaving the mesapad_column, coarse (reads from 4 km) and fine (shot 11 flies through it)
the sugar mothspad_moth, a population with flight, a wingbeat and an updraught

How it is built

Every population is one draw. The mesh is a lattice of degenerate quads — all four vertices of a quad at one point — and the vertex stage hashes each quad's world cell into a grain, a puff, a droplet or a moth, then places, animates and billboards it. Nothing is simulated and nothing accumulates: a piece's position is a closed-form function of the film's clock, which is what makes the whole sky a pure function of t the way film.apply requires, and what lets the whole astral cost a handful of material-property pushes per frame.

A piece's identity comes from the world cell it stands in rather than from the vertex, which is what lets a volume be snapped along with the camera without the field appearing to slide: a snap of one whole cell lands every piece on a cell that already looked like that.

The shaders read film_t + (v.time - uniforms.time) rather than film_t alone, so the previous-frame evaluation the engine runs to take a motion vector lands one frame back and the matter reports the velocity it is actually travelling at.

Driving it

build() and attach(film) are what the film calls. Beyond those:

local astral = require("@user::pad.astral")
astral.pin(33)     -- hold the sky at one moment, whatever clock the world is on
astral.pin(nil)    -- follow the film again
astral.paint()     -- re-push @user::pad.palette into every astral material

pin exists because this world is authored by several sessions at once and any of them seeking moves every slice — a frame taken to judge the sky is otherwise a frame of whatever moment somebody else was looking at.

Where the numbers live

cell in POPS and cell in the matching material must agree: the shader recovers a piece's identity with floor(world_position / cell), so the lattice and the shader have to agree on where the cells are. Everything else that shapes a population — its size, speed, density, fade distances — is on the material, and every colour comes from @user::pad.palette through paint().

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

matRef(name: string) → any

argtypedescription
namestring

setf(mat: string, name: string, v: number) → void

One dial on one of this slice's materials. Every animated value in the astral goes through here, and that is the whole of its per-frame CPU cost.

argtypedescription
matstring
namestring
vnumber

setc(mat: string, name: string, v: { number }) → void

argtypedescription
matstring
namestring
v{ number }

latticeMesh(p: Pop) → any

One quad per cell, all four of its vertices at the cell's centre. The quad has no extent until the vertex stage gives it one, so the geometry carries only WHERE a piece lives and WHICH corner a vertex is; the corner arrives as the uv, and the position is what the shader hashes for the piece's identity.

argtypedescription
pPop

build( ) → void

paint( ) → void

Push the palette into the astral's materials. Every colour in this slice comes from `@user::pad.palette`; the shaders carry the same values as their defaults so a material reads right before this has run, and this is what makes the palette the thing that decides.

eyeAt(film: any, t: number) → void

Where the film's eye is, so the two sugar-snow volumes can ride it. The shot list is the answer once the camera slice has landed; the scene's own camera is the answer before that, so this slice stands up and is verifiable on its own.

argtypedescription
filmany
tnumber

pin(t: number?) → void

argtypedescription
tnumber?

attach(film: any) → void

argtypedescription
filmany
⌬ Types
Pop = {

Sub-parts

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35+items
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material · born here
❒asset
# pad_snow_near (material) The sugar snow of the macro shots — a 2.2 m volume of 5 mm grains that rides the film's eye, so shot 1's 8 deg lens 12 cm off a frost ridge has drift going through it and shot 6's bead has grains passing behind it. `cell` here must match `POPS.pad_snow_near.cell` in `@user::pad.astral`: the shader recovers a grain's identity with `floor(world_position / cell)`.
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material · born here
❒asset
# pad_column_core (material) The coarse half of the rising column: 12 m pieces of confection over 2500 m of altitude, the half that has to read as one broad pastel column from 4 km in shot 13. `near_fade` is deliberately long — the camera flies through this column in shot 11, and 2.5 km of 12 m pieces stacked along the view ray is an opaque wall rather than a column, so the coarse pieces dissolve near the lens and the fine ones carry the interior. `cell` must match `POPS.pad_column_core.cell`.
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material · born here
❒asset
# pad_column_fine (material) The fine half of the rising column: 2.6 m droplets, ribbons and sprinkles over the first 800 m above the mesa — the matter shot 11 flies up through. `near_fade` is short so a piece can pass close to the lens, and the shader's `rad_k` fills the disc rather than its rim, without which the column is a hollow tube and shot 11 frames nothing at all. `cell` must match `POPS.pad_column_fine.cell`.
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material · born here
❒asset
# pad_sky (material) The film's sky material, bound through the scene's `Skybox`. Carries the palette of `@user::pad.palette` — the void, the two star tints, the four astral colours and the ringed body — and the five dials the astral slice writes every frame: `film_t`, `star_gain`, `band_gain`, `front_glow` and `uplight`.
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material · born here
❒asset
# pad_snow_far (material) The sheets of sugar snow that fall between the islands — a 1500 m volume of 1.5 m crystals riding the film's eye, sized to read from 900 m in shot 2 and from 4 km in shot 13. `alpha_gain` is driven by the astral slice: it thins while the nebula front is actually passing and comes back heavier in act three, when the same sugar is falling upward. `cell` must match `POPS.pad_snow_far.cell`.
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material · born here
❒asset
# pad_moth (material) The sugar moths. 85 cm of pale translucent wing on a 15 m wandering orbit, with a wingbeat that opens and closes the span so a moth is never still even while it hovers. `catch_r` and `catch_t0` are the updraught: in act three every moth inside that radius of the mesa's axis is lifted and spun into the rising column. `cell` must match `POPS.pad_moths.cell` in `@user::pad.astral`.
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▣
module · born here
❒asset
# palette One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.palette") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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material · born here
❒asset
# pad_nebula (material) The nebula front's own material — additive, unculled, no depth write, drawn early in the transparent queue so the sugar snow and the column read in front of it. `alpha_gain` and `intensity` are what the astral slice ramps as the front arrives and thins again after it has passed.
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backing path · @user/pad/astral.module

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