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asset⌬ componentcomponentprimary: init.luau·part ofpackage proxyOcclusion.package·originates fromworld 07158574-5…

OcclusionProxy

A coarse stand-in for an entity's bulk, so it darkens the ground under and around itself.

by◐lumi·posted 2mo ago
What it does

OcclusionProxy

A coarse stand-in for an entity's bulk, so it darkens the ground under and around itself.

local id = entity.spawn("boulder").id
entity(id).component.add("OcclusionProxy", {
    radius = 2.0,
    height = 3.0,   -- 0 gives a sphere
})

Put it on a character and the character grounds itself; put it on a boulder and the boulder shades the dirt beside it — without a shadow view, and at any distance. A subject well past the sun's cascade range still gets this, which is the difference between standing on a surface and floating over it.

The proxy follows its entity every frame, so a moving subject keeps its grounding with no popping.

Every field is live: edit one in the inspector and the proxy follows. A radius of 0 removes it without losing the rest of the settings.

The capsule's axis runs along world up. A capsule that tilted with its entity would need the entity's rotation resolved every frame for a shape whose whole job is to be approximate.

For code placing proxies directly, reach for @builtin::systems.proxyOcclusion.proxyOcclusion — same shapes, no component.

The full description is in the package readme: guides { path = "systems/proxyOcclusion" }.

Interface

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

conforms to

zero/source-extract/v2

OcclusionProxy Component A coarse stand-in for this entity's bulk, so it darkens the ground under and around itself. Put it on a character and the character grounds itself; put it on a boulder and the boulder shades the dirt beside it — without a shadow view, and at any distance. The proxy is a capsule in the entity's own space, so it follows the entity every frame. A subject well past the sun's cascade range still gets this, which is the difference between standing on a surface and floating over it. The fields ARE the proxy — editing one in the inspector re-pushes it, and the values persist with the scene like any other component. The work runs in `proxyOcclusion.renderFeature`, driven through `@builtin::systems.proxyOcclusion.proxyOcclusion`. Usage: local id = entity.spawn("boulder").id entity(id).component.add("OcclusionProxy", { radius = 2.0, height = 3.0, })

push( ) → void

awake( ) → void

update(_dt: ?) → void

argtypedescription
_dt?

editorUpdate(_dt: ?) → void

argtypedescription
_dt?

onDestroy( ) → void

Sub-parts

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

18items
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module · born here
❒asset
# proxyOcclusion Analytic occlusion from coarse proxy shapes — grounding for subjects a shadow map does not reach. ```lua local proxyOcclusion = require("@builtin::systems.proxyOcclusion.proxyOcclusion") proxyOcclusion.set("boulder", { a = { 0, 2, 0 }, radius = 2 }) -- sphere proxyOcclusion.set("limb", { a = { 0, 1, 0 }, b = { 0, 3, 0 }, radius = 0.4 }) proxyOcclusion.remove("boulder") proxyOcclusion.configure({ intensity = 0.8, minDistance = 40 }) proxyOcclusion.count() --> how many proxies are registered proxyOcclusion.active() --> is the pass running proxyOcclusion.clear() --> drop every proxy, release the pass ``` Proxies are capsules, keyed by a caller-chosen string. Re-submitting the same key **moves** that proxy rather than adding another, which is what lets a component push its shape every frame as its entity travels. A sphere is a capsule whose ends coincide, so one shape covers a boulder and a limb alike. Cost scales with the number of proxies rather than with scene geometry, so the range a proxy works at is bounded by nothing — which is the point. A shadow map only covers what its cascades reach, and a subject past that range receives no grounding at all. Occlusion is scaled by how lit a pixel already is, so a surface already sitting in shadow-map shadow cannot be darkened a second time. For a proxy that should simply follow an entity, author the `OcclusionProxy` component instead. This module is for code placing proxies directly: a crowd system, a destruction event, anything without an entity to hang a component on. The full description is in the package readme: `guides { path = "systems/proxyOcclusion" }`.
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package · born here
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renderfeature · born here
❒asset
# capsuleOcclusion The render feature behind `OcclusionProxy` and `@builtin::systems.proxyOcclusion.proxyOcclusion`. One compute pass runs after lighting, at order 50. For each pixel it reconstructs the world position and normal from `@scene.depth` and `@scene.normal`, then integrates the solid angle each proxy capsule subtends over the hemisphere above that point. ## The sphere term The occlusion of a sphere is computed exactly rather than with the usual `cos(theta) * r^2 / d^2` approximation. That approximation collapses as the shaded point approaches or enters the sphere — which is precisely where a grounding contact lives, so the cheap form fails exactly where the feature is supposed to work. A capsule is a swept sphere, so its occlusion is the sphere term evaluated at whichever point of the sweep is nearest the surface. Proxies occlude independently, so what survives them all is the **product** of what survives each. Summing would let three weak proxies black out a surface none of them covers. ## Not double-darkening There is no shadow buffer to read, so how lit a pixel already is is estimated from its lit colour against its own albedo (`@scene.color` over `@scene.material`'s base colour). A surface sitting in shadow-map shadow reads near zero there, and scaling the occlusion by it is what stops a proxy darkening what is already dark. ## Camera The camera comes from `@frame.camera` and the target is screen-sized, so occlusion is correct in offscreen captures and render-to-texture cameras, not only the live viewport. Parameters and shapes arrive through the `proxy_occlusion_params` and `proxy_occlusion_shapes` buffers, packed by `@builtin::systems.proxyOcclusion.proxyOcclusion`.
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computeshader · born here
❒asset
# proxy_occlusion Darkens what a character's own limbs occlude, approximating each part as a capsule instead of tracing the mesh. ## Bindings | name | kind | |------|------| | `scene_color` | `texture2d` | | `scene_depth` | `texture_depth` | | `scene_normal` | `texture2d` | | `scene_material` | `texture2d` (`sample: uint`) | | `frame_cam` | `buffer, read vec4<f32>` | | `proxy_occlusion_params` | `buffer, read vec4<f32>` | | `proxy_occlusion_shapes` | `buffer, read vec4<f32>` | | `occlusion_out` | `storage2d (rgba16f)` |
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shadermodule · born here
❒asset
# gbuffer_material The G-buffer's surface description, and the one encoding of it. `@scene.shaded` carries what a surface sent — the light the geometry pass shaded it to, scene-referred and unbounded above 1. `@scene.material` carries what the surface is: the base colour it reflects, how metallic it is, and how rough. A screen-space pass that multiplies incoming light by a reflectance — a bounce multiplier, a Fresnel tint, an ambient floor — reads the second. The channel is `Rgba8Uint`. The G-buffer's five colour attachments spend the whole 32-byte `maxColorAttachmentBytesPerSample` a conformant device guarantees, and this attachment's four bytes come out of alignment padding the set otherwise burns, so 32 bits is the entire budget: | Lane | Content | |---|---| | `.r` | base colour, RGB565 low byte | | `.g` | base colour, RGB565 high byte | | `.b` | metallic | | `.a` | perceptual roughness | Base colour lands at 5/6/5 — steps of about 3% per channel. Metallic and roughness keep a full byte each. The geometry pass packs through `zero_gbuffer_pack_material`; every reader unpacks through this module, so the layout is stated once. Pure math, no bindings. ```wgsl #include "@builtin::shaderModules.gbuffer_material" // bindings.yaml: - { name: scene_material, kind: texture2d, sample: uint } let m = zero_gbuffer_material(scene_material, coord); let bounce = incoming * m.base_color; ``` One value at a time: ```wgsl let base = zero_gbuffer_base_color(scene_material, coord); let metallic = zero_gbuffer_metallic(scene_material, coord); let roughness = zero_gbuffer_roughness(scene_material, coord); ``` A `.computeShader` reading the channel declares its slot `kind: texture2d` with `sample: uint`, because an `Rgba8Uint` texture binds as `texture_2d<u32>`. The engine refuses the pass when the declared sample type and the bound texture's format disagree, and names both. ## Signatures ```wgsl struct ZeroGbufferMaterial { base_color: vec3<f32>, metallic: f32, perceptual_roughness: f32, } fn zero_gbuffer_unpack_material(texel: vec4<u32>) -> ZeroGbufferMaterial fn zero_gbuffer_material(t: texture_2d<u32>, coord: vec2<i32>) -> ZeroGbufferMaterial fn zero_gbuffer_base_color(t: texture_2d<u32>, coord: vec2<i32>) -> vec3<f32> fn zero_gbuffer_metallic(t: texture_2d<u32>, coord: vec2<i32>) -> f32 fn zero_gbuffer_roughness(t: texture_2d<u32>, coord: vec2<i32>) -> f32 ``` `texel` is one `textureLoad` result off `@scene.material` — the four raw `u32` lanes before this module gives them meaning. `t` is the bound `@scene.material` slot itself (`texture_2d<u32>`, declared `sample: uint`); `coord` is the pixel to read, an integer texel coordinate (`vec2<i32>`) — the same `textureLoad`-shaped argument every accessor and `zero_gbuffer_material` take. The three single-value accessors are `zero_gbuffer_material` narrowed to one field, for a caller that wants only one of the three. The channel is a G-buffer channel, so the deferred G-buffer fragment entry is what writes it: an opaque draw on the deferred path. A pixel no geometry wrote reads a black surface at metallic 0 and mid roughness.
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backing path · systems/proxyOcclusion.package/OcclusionProxy.component

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