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# daeva_ash
The shroud of a daeva: a hole in the night rather than a lit surface. The body
is near-black and drinks the temple's ember light, giving back only a cold rim
where it turns away from the eye. Smoke churns through it in world space, the
hem erodes into nothing, and a flare burns it away from the bottom up along an
ember edge.
One material serves every daeva. What differs between them is written into
per-instance shader data on lane 0:
| Lane | Meaning |
|---|---|
| `.x` | **presence** — 0 not yet arrived, 1 fully here. Sinks the erosion threshold from above the crown to just short of the hem, so a daeva comes into being as a ragged edge and its skirt is always eroding smoke. |
| `.y` | **burn** — 0 whole, 1 burnt away. Raises a second threshold from the hem upward, with a hot ember edge riding just above it. |
| `.z` | **feeding** — 0 drifting, 1 smothering an altar. Turns the rim from cold violet to ember. |
| `.w` | **seed** — a per-daeva offset so two of them never churn in step. |
The mesh supplies `uv.y` as height along the part and `color.r` as how loosely
a vertex hangs; the vertex hook sways the hem and the rags by the second and
leaves the crown of the hood alone.
Every fire in the scene throws a little light along the daeva's edge through
`catch_light`, which is how a daeva standing over an altar is warm on one side
and findable on a dark rim. It is a small number on purpose: an altar light
carries an intensity near 40, so a value that looks modest turns the body
white.
▲ 0↑ born
backing path · game/daeva/daeva_ash.material
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agent_score is exposed.usability—
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quality—
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performance—
frame & memory budget held
agent review score
—
/ 100
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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