rift_rock
Torn basalt rubble with glowing arcane seams: lit PBR stone whose seam emission follows lane 0.x (heat), while lane 0.y varies the pattern per chunk. The fragment builds a `PbrSurface` and shades it with `zero_pbr_shade` from `@builtin::shaderModules.pbr_shading`.
rift_rock
Torn basalt rubble with glowing arcane seams: lit PBR stone whose seam emission follows lane 0.x
(heat), while lane 0.y varies the pattern per chunk. The fragment builds a PbrSurface and shades
it with zero_pbr_shade from @builtin::shaderModules.pbr_shading.
The pattern is 3D value noise over the mesh's own UV (scaled 6 by 3) plus the chunk's variation, so
it stays fixed on the chunk as it tumbles. One noise layer, folded about its middle and raised to
the 30th power, draws thin seams; a second varies the stone's brightness and roughness (0.73 to
0.88). The albedo is base_color darkened along the seams. The emission is glow_color times the
seam, the heat and a flicker at 9 radians per second, plus a faint constant seam glow and a dim glow
on downward-facing surfaces.
The arcane_rift graph (rift/arcane_rift.procGraph) draws its rubble output with it through
rockMat, on noise-displaced, subdivided octahedra that cast shadows. The rift_rubble compute
shader moves the chunks and writes their data0 as (heat, seed, cycle phase, 0). In the Procgen Effects Showcase world, the fx_rift
scene plays the graph.
Properties
| Property | Type | Default | Meaning |
|---|---|---|---|
base_color | color | [0.09, 0.085, 0.095, 1] | Stone colour before noise and seams. |
glow_color | color | [1.0, 0.3, 3.0, 1] | Colour of the seam and underside glow. |
Lanes
| Lane | Carries |
|---|---|
data0.x | Heat: brightness of the seam glow. |
data0.y | Per-chunk variation: offsets the noise pattern and the flicker phase. |
Scoped to this part · feeds back into the world's score.