op_dark
Material for the outpost under the energy-shield dome in the `fx_shield` scene (the `Outpost` entity at (110, 0, 150), the dome's centre). 13 entities wear it: the two lamp poles, the `mast`, the base, collar and lower torus of the central `proj_` column (`proj_base`, `proj_colla…
op_dark
Material for the outpost under the energy-shield dome in the fx_shield scene (the Outpost entity
at (110, 0, 150), the dome's centre). 13 entities wear it: the two lamp poles, the mast, the base,
collar and lower torus of the central proj_ column (proj_base, proj_collar, proj_ring2), the
roof and vent of each of the three habitats, and the cargo container cargo3.
Shader: the built-in pbr shader (@builtin::shaders.pbr), the engine's standard physically based
material: the glTF metallic-roughness workflow lit by the shared pbr_shading model. Its glow
output is emissive times emissive_intensity (default 1.0) times the emissive texture (default
white).
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
base_color: { r: 0.045, g: 0.05, b: 0.06, a: 1.0 }: albedo, near black with a blue cast.emissive: { r: 0, g: 0, b: 0, a: 1.0 }: black, so it emits nothing.roughness: 0.45: perceptual roughness.metallic: 0.85: mostly metallic.
Scoped to this part · feeds back into the world's score.