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material · drop-in viewer
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description
Forza-style racing line drawn on the road ahead of the local car (nring.racingline): alpha-blended, self-lit, coloured green / yellow / red by the car's speed against the target speed.Sub-parts
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# racingline
Alpha-blended, self-lit surface shader for the Forza-style driving line
(`nring.racingline`). It draws one whole-lap ribbon mesh laid a few centimetres
above the asphalt: `uv.x` runs across the strip, `uv.y` is the vertex's lap
distance (m), and the vertex colour carries the target speed (`r` × 100 m/s),
the corner-zone weight (`g`) and the action (`b`: 0 accelerate, 0.5 lift, 1
brake). Instance lane 0 is the car's lap distance, its speed, the lap length
and the corners-only flag; lane 1 is the reach ahead, the fade behind, the
opacity and a debug switch. Only the stretch from a few metres behind the car to
`reach` ahead draws, coloured green / yellow / red by how far the car's current
speed is above the target speed at each fragment (`lift_share`,
`brake_share`), with soft edges and forward chevrons that fade out with
distance.
▲ 0↑ born
backing path · art/racingline/racingline_mat.material
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awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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