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asset⌬ materialmaterialprimary: mat.yaml·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

wf_river_mat

Water material for the river that runs to the waterfall's lip. `waterfall/wf_water.procGraph` builds the still and falling water of the waterfall and assigns this material to one of its parts by name; the graph's header states that the water materials are `.material` assets so th…

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

wf_river_mat

Water material for the river that runs to the waterfall's lip. waterfall/wf_water.procGraph builds the still and falling water of the waterfall and assigns this material to one of its parts by name; the graph's header states that the water materials are .material assets so the Model receives their blend, cull and depth-write state. The WaterfallWater Generator entity in the Procgen Effects Showcase world's fx_falls scene runs that graph. This material goes on river_skin: a 7.2 x 13 m grid at the lip height (21.9), centred 6.9 m on the +z side of the waterfall's z (Z0 + 6.9).

Shader: wf_pool (waterfall/shaders/wf_pool.shader). Its README: plunge-pool water with travelling ripples, churn turbulence, two-phase radial foam flow, depth-driven shore and rock foam, fresnel sky reflection and sun glitter, and a refracted bed. It reads the scene depth already drawn under the surface to choose between a lighter and a darker water colour and to put foam where the water meets the bed and rocks; alpha runs from 0.55 to 1 with that depth term, plus foam. The river uses the same shader as the plunge pool (wf_pool_mat) with its own values.

Render state: blend: alphaBlend, cull: none, depth_write: false.

Properties

  • origin_x: 0 and origin_z: 42: world x and z the shader measures positions from. 42 is the Z0 constant waterfall/wf_water.procGraph places the waterfall at.
  • impact_x: 0 and impact_z: 60: the point, relative to the origin, that the churn is centred on and the foam flows away from. The river grid spans z 0.4 to 13.4 relative to the origin, so this point lies upstream of it, and the foam flow moves toward the lip.
  • churn_radius: 3: size of the churned zone around that point, as the falloff exp(-(d / churn_radius)^2).
  • foam: 0.55: blend weight of the foam over the water colour (default 1.0).

Interface

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionAlpha-blended river water material (wf_pool shader) for the stretch of river above the waterfall lip of the Procgen Effects Showcase world's fx_falls scene, applied by the wf_water procGraph.

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# wf_pool Plunge-pool water: travelling ripples, churn turbulence that grows toward the impact, a two-phase radial foam flow, depth-driven shore and rock foam, a fresnel sky reflection and sun glitter. All positions are taken relative to the waterfall origin (`origin_x`, `origin_z`) on the world XZ plane. The surface normal sums four travelling sine waves, rings running outward from the impact point, and an `fx_noise` fBm chop whose strength rises with the churn, a Gaussian falloff of distance from the impact over `churn_radius`. The water colour comes from the depth already drawn underneath (`zero_scene_depth_fade`): light teal where the bed is close, dark blue-green where it is deep. Over that it mixes a sky gradient from a horizon `(0.62, 0.76, 0.92)` to a zenith `(0.18, 0.34, 0.66)` by a Schlick fresnel term, and adds two lobes of sun glitter, stronger in the churn. Foam is drawn from two flow phases advected outward from the impact and cross-faded so the cycle loops smoothly, plus the churn itself, a spread term around the impact, ragged contact foam where the water meets rock or shore (a depth fade over 0.42), fine breakup noise and worley lace cells. The foam colour is a lit white, mixed in by `foam`. The alpha runs from 0.55 at the shore to 1 in deep water, raised by the foam. Two materials use it, both alpha-blended with culling off and depth writes off, and the `wf_water` graph (`waterfall/wf_water.procGraph`) draws both in the Procgen Effects Showcase world's `fx_falls` scene: `wf_pool_mat` on the 21 by 18.5 plunge pool (origin z 42, impact at (0, -3.5), `churn_radius` 3.7, `foam` 1), and `wf_river_mat` on the 7.2 by 13 river above the lip (origin z 42, impact at (0, 60), `churn_radius` 3, `foam` 0.55). The shader includes `fx_noise` and `zero::scene_depth`. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `origin_x` | float | 0 | World X of the waterfall origin; positions are measured from it. | | `origin_z` | float | 0 | World Z of the waterfall origin. | | `impact_x` | float | 0 | X of the plunge point, relative to the origin. | | `impact_z` | float | -3.4 | Z of the plunge point, relative to the origin. | | `churn_radius` | float | 3.6 | Radius of the churned water around the plunge point (range 0.5 to 20). | | `foam` | float | 1.0 | How strongly the foam is mixed over the water (range 0 to 2). |
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# 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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