# appearance.replaceWithContent
Replace one or many entities with a content asset — a bundle or mesh (a
generated `.bundle`, a library asset, a primitive). Each target entity
and its **whole subtree is removed**, and a fresh spawn of the content
takes its slot: same parent, local position, rotation, and name; scale
kept unless `keepScale = false`. Components on the removed entities do
not carry over — the result is the content, not an upgraded copy of the
target.
```lua
appearance.replaceWithContent("rider_blockout", "/zero/source/generated/meshes/a_snowboarder.bundle")
appearance.replaceWithContent({ "tree_1", "tree_2", "tree_3" }, "@libname::pine.bundle")
appearance.replaceWithContent({ "tree_1", "tree_2" }, "@libname::pine.bundle", { dryRun = true })
```
Targets are entity names or ids — one, a list, or `scene.findAll`
records. `dryRun = true` resolves everything and returns the plan
(which entities would be removed, how big each subtree is, what would
spawn) without mutating, so a batch can be validated before it runs.
To swap an entity for another entity that already exists in the scene,
use `sc.swap`. To change the mesh on existing entities without touching
the entity itself, use `appearance.setModel`.
# appearance.setModel
Assign a model (mesh) to the Model and SkinnedModel-bearing entities found by searching an entity hierarchy from a root. The mesh counterpart of setMaterial — it swaps the model field instead of the material. Give the root by id or name and the model as a mesh name, a procedural source like `cube` or `sphere`, or a mesh reference; options let you take only the first match, filter by a name pattern, or exclude the root itself.
# shared Module
Cross-tool helpers for the `appearance` toolbox. Every tool inside this
toolbox can pull these in with `require(".shared")`.
## Purpose
This module holds the small set of helpers that more than one tool in
the toolbox needs — the toolbox-wide hierarchy-search and
ref-resolution helpers every appearance tool uses. Tools return their
raw values (the `tool.assetType` wrapper packages them into the system
`ZmToolResult` envelope) and raise via `error(message)` on failure.
Keep it focused: per-tool implementation stays inside each
`<x>.tool/init.luau` (with its own `--!desc` / `--!arg` / `--!return` /
`--!example` annotations).
## Usage
```luau
local shared = require(".shared")
function M.someTool(material, opts)
local rootIds = shared.resolveRoots(opts and opts.roots)
local hits = shared.collectAssetRefFields(rootIds, "material", opts)
return { roots = rootIds, count = #hits, assigned = hits }
end
```
## Exports
See `init.luau` for the full export surface:
- `shared.resolveEntity` — one entity id OR name → id.
- `shared.resolveRoots` — batch roots argument (one id/name, an array of
ids/names/entity proxies, or nil = every scene root) → id array.
- `shared.collectAssetRefFields` — schema-driven discovery: walk the
targeted hierarchies and return every component public field declared
as `Field.assetRef(<category>, ...)` (read from each component's
registered schema via `component.getAssetFields`), as
`{ id, name, component, field }` hits.
- `shared.collectModelEntities` — hierarchy walk collecting the
Model / SkinnedModel-bearing entities (backs `setModel`).
- `shared.isAssetHandle` — whether a table is shaped like an asset-ref
envelope (holds a `__ref` / `guid` / `identity` / `path` string), which
is what separates a handle a caller holds from a table of some other
kind.
- `shared.resolveMaterialRef` / `shared.findMaterial` — material ref
resolution; `findMaterial` additionally combs every material in the
project for a string argument.
- `shared.findShader` — shader ref/identity normalization, combing every
shader in the project for a string argument.
- `shared.refKey` — stable string key (identity/guid/name/__ref) from a
ref value.
- `shared.specAcceptsCategory` — `AssetRef<...>` spec-string grammar
check, including `AssetRef<a|b>` alternatives.
# appearance.swapMaterials
Batch-assign one material across entity hierarchies in a single call — one root, a list of roots, or the whole scene. Targets are discovered from component schemas: every public field declared to hold a material reference receives the material, so Model, SkinnedModel, and every user-authored component carrying a material field participate. Name the material as a word (an exact identity match wins, then an exact leaf name, then the first case-insensitive substring match) or pass a material reference directly. Options let you take only the first assignment or restrict to entities matching a name pattern; each affected entity flashes a blue outline for visual confirmation, and the result lists exactly which fields changed.
# appearance.swapShader
Swap the shader on a material while preserving its texture links and property values as far as possible. The change is written to the material asset itself and marks every instance dirty, so it persists and propagates to all entities using that material. Because each shader has its own property and texture vocabulary, values carry across by canonical role — the base-color texture, for instance, maps regardless of what each shader names it — and anything outside the new shader's vocabulary is dropped; the result lists what was carried and what was dropped.
Target a single material directly, or target entity hierarchies (one root, a list, or the whole scene): every component field that holds a material reference is read, and every distinct material those fields carry is swapped.
# Toolbox (asset type)
A toolbox is a namespace folder that groups related `.tool/` children
plus shared helpers. Toolboxes are the addressing layer for tools —
every tool's identity is `<toolbox>.<name>`, so the toolbox name
appears in every callsite. Toolboxes also own a `shared.module/`
helper module that the toolbox's tools `require(".shared")` for
common utilities (result envelopes, validators, formatters).
## When to use one
- You have two or more related tools that belong together (an `anim`
toolbox with `play` / `stop` / `list`; an `assets` toolbox with
`compose` / `validate`).
- You need a shared helper module exclusively used by a tool set.
- You want a clean dot-namespaced identity for your tools
(`my_tools.foo`, `my_tools.bar`).
If you only have one tool and no shared helpers, you still need a
toolbox — it's the required parent.
## Where it lives
- Source: `/zero/source/.../<Name>.toolbox/`
- Identity: `<Name>` (the `.toolbox` suffix strips).
- Folder shape (container-style — open child set):
- `README.md` — instance documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
- `shared.module/` — optional shared helper module
(`init.luau` + `README.md`).
- `<x>.tool/` — any number of `.tool/` children.
The validator permits unlisted children (`allow_unlisted: true`) so
tool subfolders don't need to be declared per-name.
## How to create one
```luau
tools.createToolbox({ name = "<Name>", description = "..." })
-- or the generic scaffold:
asset.create("toolbox", "<Name>")
-- Creates: /zero/source/<Name>.toolbox/
-- README.md (instance README template)
-- shared.module/ (ok / fail result-envelope constructors)
-- `folder` places it in a subfolder of /source; `into` nests it in a
-- resolved `.package`:
asset.create("toolbox", "<Name>", { folder = "tools" })
```
Then add tools under it:
```luau
local box = asset.resolve("<Name>.toolbox")
asset.create("tool", "<toolName>", { into = box })
```
## How it operates
1. **Registration.** Writing into a `.toolbox/` folder indexes the
toolbox. It becomes the parent namespace for any `.tool/`
children.
2. **Tool identity composition.** Each child `.tool/`'s identity is
`<toolbox>.<tool>`. Listing the toolbox's tools enumerates the
children.
3. **Shared helpers.** Tools inside the toolbox pull
`shared.module/` in via `require(".shared")` (relative require
from the tool's `init.luau`).
4. **Hot reload.** Editing `shared.module/init.luau` reloads every
tool in the toolbox (they all `require` it). Editing the toolbox
folder structure (adding / removing tools) reflects in
`tools.list` immediately.
## Discovery
- `asset.list("toolbox")` — every registered toolbox.
- `asset.inspect("<name>")` — child tools, source, this type
README.
- `ls /zero/source/<Name>.toolbox` lists the files the folder holds.
- `tools.list()` — every tool across every toolbox.
## Authoring conventions
- **Per-tool implementation lives in each `<x>.tool/init.luau`.**
The tool's full function body — argument validation, the call
into engine APIs, the return value — goes in `init.luau` with
`--!desc` / `--!arg` / `--!return` / `--!example` annotations
above the function. **Every exported function is declared
`typed function`** — the keyword compiles to the runtime argument
check, so a plain `function` accepts any input and reports success
on garbage. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Keep `shared.module/` thin: result envelope constructors
(`shared.ok(value, formatted)`, `shared.fail(message, exitCode)`),
argument validators, common formatters — anything genuinely used
by more than one tool. Per-tool logic does NOT belong here.
- Group by domain, not by surface — `assets` toolbox holds asset
operations, `entity` toolbox holds entity operations. Tools that
feel unrelated probably want different toolboxes.
- Document the toolbox's surface in `README.md` — what problem space
it covers, who calls into it, any shared invariants.
## Common pitfalls
- **Missing parent toolbox.** Tools cannot exist outside a toolbox.
Always scaffold the toolbox first.
- **Cross-toolbox shared.** Each toolbox has its own
`shared.module/`. Don't try to share helpers across toolboxes; if
you need cross-toolbox helpers, factor them into a standalone
`.module`.
- **Toolbox identity.** Strip the `.toolbox` suffix in identity
references (`my_tools`, not `my_tools.toolbox`).
## Related types
- `.tool` — the required child(ren) of a toolbox.
- `.module` — for cross-toolbox utilities.
## In the Inspector
Tools: how many tools the box holds, whether it ships a shared module, what each tool does, and a link to each tool.
# Tool (asset type)
A tool is a single agent-callable function whose schema is its
`typed function` signature. Tools are the workflow surface — composed
Luau operations that bundle multiple engine APIs into one named call,
suitable for agents (and for use from `execute`). Each tool has a
declared input shape, return shape, and a strict result envelope
(`ZmToolResult`).
**Every exported tool function is declared `typed function`.** The
`typed` keyword is what makes the signature real: it compiles to a
runtime dispatch wrapper that checks each argument against its
declared type and raises on a mismatch. A plain `function` — even one
carrying Luau type annotations — is checked by nothing at call time,
so the tool accepts any input and reports success on garbage. See
"The typed signature is the schema" below.
## When to use one
- You're composing several engine APIs into a workflow that's worth
naming and discovering (`tools.list`, `search_tools`).
- You want an agent to be able to call this function by name without
reading source code — the typed signature is the API contract.
- The operation has clear success / failure modes that fit
`{ exitCode, data?, stdout?, message? }`.
If the function is just a Luau utility called from other code, use a
`.module`. If it's stateful background work, use a `.service`. If
it's pure GPU compute, use a compute `.shader`.
## Where it lives
Tools nest under a `.toolbox/` parent — toolboxes are the namespace.
- Source: `/zero/source/.../<Toolbox>.toolbox/<name>.tool/`
- Identity: `<Toolbox>.<name>` (dotted form — the toolbox name is
part of the tool identity).
- Folder shape:
- `init.luau` (or `init.lua`) — exports the function, and carries its
schema in `--!desc` / `--!arg` / `--!return` / `--!example`
annotations above it. The typed signature IS the tool's signature.
**Required.**
- `README.md` — instance documentation. **Required.**
- `.metadata` — tool-level tier and tags. **Required.**
## How to create one
Use the workflow tool that scaffolds the right `.tool/` shape under
an existing toolbox:
```luau
-- The `tools` global authors a tool inside an existing toolbox:
tools.create({
name = "<name>",
toolbox = "<Toolbox>",
description = "What this tool does, agent-facing.",
code = "return shared.ok(true)", -- the function body
})
-- Or scaffold the folder manually:
local box = asset.resolve("<Toolbox>.toolbox")
asset.create("tool", "<name>", { into = box })
```
Always nest under an existing toolbox — if you don't have one yet,
call `tools.createToolbox({ name = "<Name>", description = "..." })`
first.
## How it operates
1. **Registration.** Writing `init.luau` into a `.tool/` folder
registers the tool with the tools registry. It becomes callable
as `tools.use("<toolbox>", "<name>", ...)` from Luau,
`use_tool { toolbox, tool, args }` over MCP, and
`zero <toolbox> <name> [args]` from the engine shell.
2. **Schema validation.** The `typed function` signature declares the
parameter shape. Its runtime dispatch wrapper checks each argument
before the body runs and raises a message naming the argument, the
expected type, and what arrived.
3. **Return envelope.** Tools MUST return `ZmToolResult`:
```
{ exitCode = 0|n, data? = any, stdout? = string, message? = string }
```
`exitCode = 0` means success; non-zero means failure, with
`message` carrying the human-readable reason.
4. **Discovery.** The tool surfaces in `tools.list()`,
`search_tools { query: "..." }`, and `asset.inspect`'s
`exposes:` section (parsed from the typed signature and the
`--!` annotations).
5. **Hot reload.** Editing `init.luau` re-registers the tool.
Subsequent calls see the new behaviour / schema.
## Discovery
- `tools.list()` — every registered tool (any toolbox).
- `search_tools { query: "..." }` — MCP-side tool search.
- `asset.list("tool")` — same set, asset-style listing.
- `asset.inspect("<toolbox>.<name>")` — signature, parameters,
return shape, this type README.
- `ls /zero/source/<Toolbox>.toolbox/<name>.tool` lists the files the folder holds.
## Authoring conventions
- **Implementation lives in `init.luau`.** The tool's full function
body — argument validation, the call into engine APIs, the
return value — goes in `init.luau`. The toolbox's
`shared.module/` is for genuinely cross-tool helpers (`ok` /
`fail` constructors, shared parsers / validators), not per-tool
logic. Do NOT make `init.luau` a one-line forwarder onto a
function defined in `shared.module/`.
- Use `shared.module/` in the parent toolbox for `ok` / `fail`
result constructors. Don't hand-roll the envelope per tool. Pull
it in with `local shared = require(".shared")` from any tool
that needs the helpers.
- Annotate every public function with `--!desc` / `--!arg` /
`--!return` / `--!example` directly above the function — the LSP
and toolbox surfaces extract these.
- **Declare every exported function `typed function M.name(arg: T,
opt: U?): R`.** This is not conditional on the signature being
"clear" — a loose argument is the case that needs the checked
contract most. Give the argument the type it actually accepts
(a union, a named table type, a literal enum) instead of dropping
to an unchecked `function`.
- Keep tools focused. One tool, one named workflow. Split rather
than grow.
- Tag tools in the sibling `.metadata` (`{ "tags": [...], "tier":
"core|content|specialized" }`) so `search_tools` can find them by
domain (e.g. `entity`, `scene`, `assets`, `physics`).
## The typed signature is the schema
The `typed` keyword compiles the function into a dispatch wrapper
that validates arguments at call time. Without it there is no check
at all, so the tool runs its body on whatever arrived and returns a
success envelope built from garbage. Type each argument as narrowly
as the operation actually accepts:
```luau
export type Mode = "edit" | "play"
export type SpawnOpts = {
position: { number }?,
parent: EntityRef?,
count: number?,
}
--!desc Spawn a primitive and return the entities it created.
--!arg kind Primitive shape to spawn.
--!arg opts Placement and repetition options.
--!return The spawned entity refs.
--!example "cube", { count = 4 }
typed function M.spawn(kind: ("cube" | "sphere" | "plane"), opts: SpawnOpts?): { EntityRef }
```
- **A fixed set of accepted words is a literal union**, never
`string`. `("cube" | "sphere")` rejects `"Cube"` at the call and
lists the accepted values in the error; `kind: string` accepts
`"banana"` and fails somewhere deeper, or not at all.
- **A structured argument is a named `export type`**, never
`{ [string]: any }`. Naming it puts every field and its type on
the tool's page and checks them on entry.
- **A named type is only as strong as its fields.** `opts: DrawOpts`
where `DrawOpts = { value: any }` passes for a table and checks
nothing inside it — the same hole, one level down. The argument
checker walks nested fields, so type each one; a type name is not
a place to put the work off.
- **A dispatch table keyed by an `op` string is several tools.**
`{ op: string, [string]: any }` is one unchecked entry point
wearing N signatures — split it so each operation carries its own
checked arguments.
- **An entity or asset argument is `EntityRef` / `AssetRef<kind>`**,
never `any` and never a bare name string.
- `any` is correct only for a value the tool genuinely does not
constrain — a passthrough payload, arbitrary user data. It is not
a placeholder for a type not yet written down.
## Common pitfalls
- **A plain `function` export.** The tool registers and dispatches,
so nothing looks wrong — it just never rejects bad input, and
every call reports success. Declare it `typed function`.
- **Annotations without `typed`.** `function M.f(x: string)` reads
as typed and checks nothing at runtime; the annotation only
informs the LSP. The keyword is what enforces it.
- **Wrong return envelope.** Returning a raw value instead of
`{ exitCode = 0, ... }` will be flagged by callers expecting
`ZmToolResult`.
- **Tool identity.** The fully-qualified identity is
`<toolbox>.<name>`, NOT just `<name>`. Toolbox-less tools don't
exist by design.
- **Missing dependency.** Tools requiring another package /
service must declare it; otherwise the call fails at runtime
with a missing-module error.
## Related types
- `.toolbox` — the required parent namespace for tools.
- `.module` — for Luau libraries with no agent-facing schema.
- `.service` — for stateful background work, not callable
request/response operations.
## In the Inspector
Tool: how the tool is called (its signature), what it does, each argument, what it returns, and its examples, with **Open** for its source.
# Module (asset type)
A module is a reusable, stateless (or globally-stateful) Luau library
that other code pulls in with `require()`. Modules are the unit of
factored-out logic in a world: helpers, math libraries, format
parsers, registries, shared algorithms.
## When to use one
- You have logic you want to share across multiple components,
services, scenes, or tools.
- You have a registry, lookup table, or shared cache that callers all
read from / write to.
- You want a stable API surface (`M.fn`) other code can depend on.
If the logic is bound to one entity, use a `.component`. If you want a
named UI of fields rather than functions, use a `.preset`.
## Where it lives
- Source: `/zero/source/.../<name>.module/`
- Identity: the source path with `/` written as `.` and each segment's
type suffix dropped — `/zero/source/demo/beats.module` is
`demo.beats`, and `/zero/source/kit.package/beats.module` is
`kit.beats`, the container's name kept and its `.package` suffix
gone. `asset.create` returns this string, `asset.resolve(...).identity`
reads it back, and the `require` forms below write it as
`<identity>`.
- Folder shape:
- `init.luau` (or `init.lua`) — module body. **Required.** Returns
a table (conventionally named `M`).
- `README.md` — instance-level documentation. **Required.**
- `.metadata` — agent-editable tags + free-form fields. **Required.**
## How to create one
```luau
asset.create("module", "<name>")
-- Creates: /zero/source/<name>.module/
-- init.luau (canonical `local M = {} … return M`)
-- README.md (instance README template)
-- `folder` places it in a subfolder of /source, and that subfolder
-- leads the identity: `{ folder = "lib" }` produces `lib.<name>`.
-- `into` authors it inside a resolved container (a package, a toolbox),
-- whose own identity leads the same way:
asset.create("module", "<name>", { folder = "lib" })
asset.create("module", "<name>", { into = asset.resolve("myPkg.package") })
```
## How it operates
1. **Registration.** Writing `init.luau` into a `.module/` folder
indexes the asset and registers the module path with the resolver.
2. **Loading.** The first `require("<identity>")` runs
the file's body and caches the returned table. Subsequent requires
from anywhere return the **same table** — this is the
shared-state lever for "module-local" registries.
3. **Hot reload.** Editing the file re-runs the module body and folds
what it returns into the table already loaded, so that table keeps
its identity: a caller that captured it with `require` reads the new
source's functions and values through the reference it already
holds, and a later `require` returns that same table. A key the new
source drops goes away; a key something set at runtime stays. The
body's own `local`s start again from their initial values, so state
that must outlive an edit lives in `modules.state()`
(`guides { path: "core/scripting-and-tasks" }`).
4. **Identity resolution.** A module is reached by its `<identity>`,
and where the caller lives decides which spelling of it resolves.
For a module in a **world**, from a caller in that same world —
another module, a component, a scene entrypoint, or an `execute`
chunk:
- `require("<identity>")` — the identity on its own, resolved
against the caller's own root. It carries every folder segment,
so a module created with `{ folder = "demo" }` is
`require("demo.beats")`.
- `require("@root::<identity>")` — the same root-relative
resolution, written out.
- `require(".sibling")` — a module in the same folder, by its bare
name; `..name` steps up one folder, `...name` two.
Logs, stack traces and hot-reload notices name that same module
`@local.source.<identity>` — its key under the world source root.
The `<identity>` tail of that key is the form above, so a trace
reading `@local.source.demo.beats` is `require("demo.beats")`.
For a module in a **library** — content under
`/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's
root from anywhere: `require("@builtin::modules.transform")`.
Mounting a world as a library moves its files under such a root and
flips the caller root to `@<lib>::`, which is what keeps the
root-relative forms above resolving across the move.
## Discovery
- `asset.list("module")` — every registered module.
- `asset.inspect("<name>")` — public functions, source path, this
type README.
- `ls /zero/source/<name>.module` lists the files the folder holds.
## Authoring conventions
- Return a single `M` table from `init.luau`. Top-level statements
with side effects run on first require — useful for one-time
initialization, dangerous if they touch the engine before it's
ready.
- Write exported functions as `typed function`, not `function`: the
argument types are enforced at the call and the checker knows the
signature, so a caller's mistake is reported where they made it.
- Annotate exported functions with `--!desc` / `--!arg` / `--!return`
/ `--!example` so the LSP, `tools.list`, and `asset.inspect`
surface them. A function with no `--!desc` is reachable only by
someone already reading this file.
- Declare a VALUE with `Field.<kind>(default, mode, description)`, and
a table whose members are reached through a metatable with
`--!members <TypeName>` — the latter gives the surface its accepted
member set, its type, and its documentation from one table. See
`guides { path: "core/authoring" }` for all four rules and
`modules/api/engine/entity.module/members.module` for a worked
member table.
- Keep module state in module-local upvalues or in `modules.state()`.
Globals leak across reloads. Module-locals start again from their
initial values with each hot reload; the table `modules.state()`
returns is the same table on both sides of every reload.
- Prefer focused modules over kitchen-sink modules. If two halves of a
module have no shared state, split them.
## Common pitfalls
- **Cyclic requires.** A `require` chain that loops will return the
partial table (the half built before the cycle was detected).
Design for one-way dependencies.
- **Engine-time side effects.** Don't `entity.spawn` at module
top-level — the engine may not be ready. Expose an `M.init` and
call it from a scene entrypoint.
- **Hot-reload + module-local cache.** A module that caches
expensive computation in upvalues loses that cache on reload —
fine for dev, but be aware in performance work.
- **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical.
- **Writing one while play runs.** A `/source` write made while play is
running lands on the play shadow, and a guarded play-exit discards it
unless it is kept. One `.module` write shadows `init.luau`, the
`README.md` and the `.metadata` together.
`vfs.write(path, bytes, { durable = true })` skips the shadow, and
`vfs.promotePlayShadow` keeps what is already on it — the `core/vfs`
guide has the model and what each route costs.
## Related types
- `.component` — for entity-bound state + lifecycle hooks.
- `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider.
- `.tool` — for a single agent-callable function with a YAML schema.
- `.package` — to group several modules + components + scenes into
one shippable folder.
## In the Inspector
Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
# shared
Cross-tool helpers for the [name] toolbox. Every tool inside the
toolbox can pull these in with `require(".shared")`. Holds the small
set of helpers that more than one tool needs — typically the
`ok(value, formatted?)` / `fail(message, exitCode?)` constructors that
produce the canonical `[name]ToolResult` shape, plus any toolbox-wide
parsers, validators, or shared state. Per-tool implementation stays
inside each `<x>.tool/init.luau`; this module is not a place to
forward logic from.
## Exports
- `M.ok(value: any?, formatted: string?) -> [name]ToolResult` — success envelope (`exitCode = 0`, `ok = true`).
- `M.fail(message: string, exitCode: number?) -> [name]ToolResult` — failure envelope (`exitCode` defaults to 1, `ok = false`).
Types:
- `[name]ToolResult = { stdout: string, stderr: string, exitCode: number, ok: boolean, value: any? }`
- `stdout` — human-readable formatted output; empty when the op produces no text.
- `stderr` — error message on failure; empty on success.
- `exitCode` — POSIX-style exit code: `0` success, `1` generic failure, `2` bad arguments.
- `ok` — `true` iff `exitCode == 0`.
- `value` — structured return from the underlying op; `nil` for void ops.
## Usage
```luau
local shared = require(".shared")
function M.someTool(args)
if not args.id then
return shared.fail("missing id", 2)
end
return shared.ok({ id = args.id }, "created " .. args.id)
end
```
## Notes
- Pure constructors — no engine calls, no state. Safe to call from any
context.
- Tools that opt into this shape get a stable envelope every other tool
in the toolbox can rely on. Tools that do something custom can return
whatever shape they want — `[name]ToolResult` is opt-in.
- Per-tool implementations still own their own `--!desc` / `--!arg` /
`--!return` / `--!example` annotations even when their result is
constructed through these helpers.
# assetType (asset type)
The `assetType` is the **type of types** — the meta-type that every
`<typename>.assetType/` folder is an instance of, including itself. A
`<typename>.assetType/` folder declares a new asset type called
`<typename>`: its on-disk shape, its identity rule, and the structural
contract instances of the type must satisfy.
This type is self-hosting. `assetType.assetType/` conforms to its own
schema — a `type.yaml` plus a `README.md` — so the type system is
defined in terms of itself rather than a hidden engine special-case
(the same way a C compiler is written in C). Every asset in the engine,
including each `.assetType` definition, now resolves to a registered
assetType: a `.material` resolves to `material.assetType`, and
`material.assetType` resolves to `assetType.assetType`, which resolves
to itself.
## Why it exists
Assets used to be mapped to their type *implicitly*, by matching the
folder suffix against a name-keyed registry. That match carried no
stored link: nothing on a `Foo.material` recorded *which*
`material.assetType` it was written against, so two worlds shipping a
same-named type could silently disagree. Making `assetType` a real,
resolvable asset closes that gap — the link from an asset to its type is
now an explicit reference pinned in the asset's `.refs` sidecar
(`via: "asset_type"`), exactly like every other dependency.
## Where it lives
- Source: `/zero/source/.../<typename>.assetType/`
- Identity: `<typename>` (the `.assetType` suffix strips from the
identity; the folder retains the suffix on disk).
- Folder shape:
- `type.yaml` — the structural spec the validator reads. **Required.**
- `README.md` — type-level documentation. **Required.**
- `about.yaml` — three short plain-language texts saying what the type
is for (see "Say what your type is for" below). Every built-in type
ships one.
- `behavior.luau` — optional behavior/scaffolding module.
- `template/` — optional canonical placeholder body the templater
copies into a new asset of the type.
- `<name>.module/` — optional shared code the type ships to **every
instance** of it, conventionally `shared.module/` (see below).
## Shared code its instances reach (`asset.containing` + `.modules`)
A type ships code every instance of it uses by declaring the modules in
its own `behavior.luau`, as a map of tracked `require`s:
```luau
-- inside <typename>.assetType/behavior.luau
M.modules = { shared = require(".shared") } -- the sibling shared.module/
```
An instance reaches it with one location-independent line:
```luau
-- inside any foo.<typename>/init.luau
local api = asset.containing(__FILE__).modules.shared
```
`__FILE__` is the chunk's own VFS path; `asset.containing` resolves the
calling asset, and `.modules.<name>` follows the instance's pinned
`typeRef` (the type's **guid**, recorded in the instance's `.refs` as
`via = "asset_type"`) to the module its type declares. Because
resolution follows that link rather than a category name, the same line
in an instance of a different type resolves to that type's module, and
identically-named modules in two types never collide. `asset.typeRef(target)`
reads that guid for any target; `asset.resolve(asset.typeRef(target))`
gives the full `AssetRef<assetType>`. See `assetTypes/README.md`
§ "Shared code: type-owned modules" for the full mechanism.
## How to create one
Authoring a new asset type is just creating a `<typename>.assetType/`
folder under `/zero/source/`. The engine registers `<typename>` as a
category **the moment the folder is written** — no engine restart, no
Rust change, and it works for built-in (`@builtin/assetTypes/`) and
user-defined types identically. Once `<typename>` is registered,
`<name>.<typename>/` folders are recognised as assets of that type and
resolve their `asset_type` link back to this definition.
Creating a `<name>.<typename>/` folder *before* its
`<typename>.assetType/` exists fails fast: the suffix has no registered
type, so the folder can't be a valid asset. Author the type first.
## Say what your type is for (`about.yaml`)
Every type carries a small `about.yaml` beside its `type.yaml`, and the README
you write for the type documents how to author an asset of it. Both are
required, and both are meant to be written as you make the type, while you know
what it is for. `about.yaml` answers three questions in plain words, one key
each:
```yaml
intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering."
function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text."
usage: "You choose it by name for your UI or your text, and the text appears in that typeface."
```
- **`intent`** is what the type is for in someone's game. Name the whole range
of things it covers, in the words a game maker would use for them.
- **`function`** is how it works today: what an asset of the type is made of and
what the engine does with it.
- **`usage`** is what a person or an agent does with one: how they pick it, place
it, call it, or hand it to something else.
A few habits keep it useful. Write about the type as a whole, so the text holds
for every asset of it, and leave out any one asset's name. Say what the type
does right now. Stay with words a game maker would say, and mention a file name
or a call only where a game maker would know it. The limits are in bytes:
`intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few
sentences usually say it.
Why bother: agents working in a world read these three texts to learn what your
type is for, so they reach for it when it fits and use it the way you meant. People
searching find the type by what they want to make, and the three texts let them
tell at a glance whether it is the one they need.
`asset.create("assetType", name)` scaffolds the file with all three keys, and a
README whose first paragraph is a `[[describe]]` note. Each value starts with
`[[describe]]` followed by a note on what to write; replace the whole value with
your own words. A value or a README line that still starts with `[[describe]]`
counts as not written yet, which the push's check of each asset it carries against
its type reports, naming the file. A type you leave as it was is not asked, so
older types stand.
Many types at once, or one you would rather not write by hand: `services
describe` lists the types that lack these texts and what filling them costs, and
`{ mode = "all" }` writes them into the same files, where you edit them like
anything else you wrote.
Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them
as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the
keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page
ends with an "About this type" section holding them, and the Inspector's Type
section lists them at the top. The guide page is this README plus that section,
so a README that explains the type well and an `about.yaml` that says what it is
for read well together.
## Ask your assets to say what they are
A type can ask each of its assets to carry a description: a file, written by the
author or generated, that says what that asset is and what it is for. The people
and agents who find an asset read it to decide whether it fits, and the author
knows what it is for at the moment of making it.
**1. Declare the file with a `described` check.** This is the whole requirement:
```yaml
files:
required:
- path: "README.md" # any file name works
kind: "file"
content:
- { check: "described", message: "Say what this widget is for and where it goes." }
```
With that in place:
- An asset whose file is missing, empty, or still has a line starting with
`[[describe]]` does not meet the type's requirements. `asset.validate` names it,
`zm status` and `world.publishBlockers()` list it, and a push that carries it is
refused with `message`.
- `services describe` finds it (`mode = "find"` lists it and the price) and can
write the description for it (`mode = "all"`). It writes only this file.
For a YAML file that holds several texts, name the keys and their limits in bytes,
the way this type does for `about.yaml`:
```yaml
content:
- check: "described"
keys:
- { key: "intent", max_bytes: 800 }
- { key: "usage", max_bytes: 1200 }
message: "Write intent and usage."
```
`headings` names sections a Markdown file must have. `assetTypes/README.md` has the
full check.
**2. Optionally, steer what gets generated with a `describe:` block:**
```yaml
describe:
guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI."
examples:
- "<identity of an asset of this type whose description reads well>"
```
`guidance` says what a description of your type covers, and `examples` names assets
whose descriptions show the shape you want. Without the block, generation still
works from the general describing guide and the check's `message`.
An example is an asset of your type in the library whose description is a true,
written one, never a scaffold's placeholder, and never the asset being described.
When the library has none, leave `examples` empty rather than name one that is not.
A type whose assets the model cannot perceive (a sound it cannot hear, a motion it
cannot see) says so in `guidance`: the description comes only from what the asset's
own files state, such as its name and the `.metadata` where a generation service
records the prompt that made it, and when they state nothing the model answers
`cannot` with that reason. `services describe` then fails that one asset with the
reason and leaves its file as it was.
**3. Start the file unwritten in your template.** Put a heading and one line that
starts with `[[describe]]` and a short note on what to write, in
`template/<file>`, so a new asset starts unwritten rather than with text that only
looks written. Do not put example content in it: every new asset carries the
template verbatim, and the same text on many assets makes them impossible to tell
apart in search.
Types whose assets say what they are through their own content (a mesh, a texture,
a sound) leave this out: declare nothing and nothing is asked.
## The `behavior.luau` contract
`behavior.luau` is the type's code. It returns ONE table, and the keys below
are the ones the framework reads off it for EVERY type — the surface you get
by declaring them. Anything else on the table is your own: reachable by name
through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a
system that knows your type (`computeShader` publishes `dispatchKey` that
way), and never called by the framework.
```luau
local M = {}
M.ref = { ... } -- methods on every AssetRef of this type
M.modules = { ... } -- shared code the instances reach
M.global = {} -- reserved key; ship the empty table
function M.onCreate(name, opts) ... end
return M
```
### The tables
| Key | Shape | What the engine does with it |
|-----|-------|------------------------------|
| `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. |
| `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. |
| `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. |
| `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. |
| `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. |
| `M.global` | `{}` | Reserved. Ship the empty table. |
### The lifecycle hooks
Each is optional; a type that omits one costs nothing. The engine calls them:
| Hook | Signature | When it fires |
|------|-----------|---------------|
| `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. |
| `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. |
| `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. |
| `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. |
| `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. |
| `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. |
### The two contracted `M.ref` names
Most `M.ref` methods are your type's own surface: name them what you like,
return what you like. Two are read by the engine and mean the same thing for
every type, so their shape is fixed:
- **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance
part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()`
is true exactly when it exists. Its **return is a contract** — see the next
section.
- **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`.
See its section below.
### Names a type cannot shadow
Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref`
entry of the same name is never reached: `canInstantiate`, `getSource` /
`getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`,
`modules`, `typeRef`, and the residency flags `has_backing_asset`,
`has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the
behaviours every asset must expose identically, which is why they win.
### Reloading
A `behavior.luau` edit ripples to existing refs with no restart: dispatch
reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A
type whose folder appears at runtime is picked up on the next dispatch —
negative results are not cached either.
## The names your type's assets hold (`references:`)
An asset that names another asset by a string depends on it: the named asset
travels with it into a pack or a pull, and a name nothing answers to is an
unresolved dependency `worldValidation` reports and the push gate refuses. The
engine reads `require(...)` and the asset lookups on its own; a name your type's
format or API carries anywhere else is one you declare, in `type.yaml`:
```yaml
references:
# A top-level key of this type's own files that holds a name (or a table of them).
keys:
- { key: "shader", type: "shader" }
# A call's argument, counting from 1, wherever the call is written.
args:
- { call: "g:node", position: 2, type: "procNode" }
# A field of the options table a call takes.
fields:
- { call: "fx.beam", field: "material", type: "material" }
```
`type` is the category the name resolves in, one of `asset.categories()`. An
argument declared once per category, at the same `call` and `position`, takes
the name from whichever category answers. A key or a field holds one category:
declared again with another `type`, it takes the later one. The block is
declared as the type registers, when the library or the world holding it is
laid into the VFS, so every reference table reads it whatever script has or has
not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and
`asset.declareReferenceField` declare the same things from a script, for a
surface that is no type's.
## What search does with your type (`indexing:`)
A type declares what search embeds for its instances. **This is not optional
and there is no useful default**: ZeroMind runs your declaration and adds
nothing of its own, so anything you do not point at is absent from the index —
silently, and for every instance of the type forever. Twenty types once shipped
with no `indexing:` block and every instance of them was unfindable.
A type whose instances are never searchable (a run record, a log) says so with
`indexing: none`; every other type declares a recipe.
A type without an `about.yaml` beside its `type.yaml` refuses every push that
carries it, whether or not the push edited the type. Texts in it that are not
written yet follow the rule every `described` file follows: they refuse the
push that edits, stages or commits the type.
Two words carry the whole thing, and they are the same two the search tool
exposes:
- **`identity`** — what an instance IS. For anything you can look at, that is
the picture (`content:` + `modality: image`, matched directly by a text
query). For everything else it is the authored text that says what it is.
- **`capability`** — what it DOES and how it is made. Code, settings, the
model-written summary of them.
A type with no behaviour has no `capability` entry. A type with nothing to look
at has no image. Leaving a slot empty is a statement; filling it with whatever
happens to be lying around is not.
The one you have to decide when authoring a type is: *for an instance of this,
what is the thing a person would recognise it by, and what is the thing it
does?* A texture answers "the image" and "its compression settings". A module
answers "its README" and "its code". Write those two answers into `indexing:`
and the rest follows.
Three specifics worth knowing before you write one:
- **`derive` is instructed by this type's own `README.md`.** A model reads an
instance's source and writes a description; what it embeds is the
description, not the source. It follows your README to know what it is
looking at, so a type whose README says what its instances are gets good
derivations for free. There is no prompt to name.
- **`derive` loses detail.** It keeps the main technique and drops secondary
ones. If the source is code you want searchable by its own vocabulary,
declare the same files a second time as `capability` with
`extractor: verbatim`. Two entries, same role, different failure modes.
- **Never `source: { field: name }`.** A filename is one or two words with no
usable embedding, and a corpus indexed that way answers "language runtime"
with `say_runtime_2.soundClip`.
`facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys
nobody declared still get indexed) plus computed keys that state a value for
every instance including `false` — the raw file can imply "not rigged" and can
never say it.
The full schema, every extractor and the facet sources are in
[`assetTypes/README.md`](../README.md); the scaffolded block with inline
guidance is in [`template/type.yaml`](template/type.yaml).
## A container whose contents work together (`system: true`)
A type that is a container can say its contents are one working whole by
declaring `system: true` at the top level of its `type.yaml`. `package` declares
it: the components, modules, scenes and tools a package ships are parts of one
system. The declaration is plain data, read from the decoded `type.yaml`
(`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`),
and a type that leaves it out is an ordinary type.
## What your type looks like (`preview:`)
A type declares how its instances are pictured, and the engine makes the
picture when something needs it: staging an instance whose `preview.png` is
missing or pictures content it no longer holds queues a render, a view that
shows the instance asks for one, and `ref:preview()` renders one on demand. An
edit renders nothing on its own. Each `preview.png` records the content it
pictured, which is how a stale one is told from a current one. The preview studio owns the light, the
backdrop, the framing and the camera, and nothing in the world reaches it, so
an instance pictures the same in every world. Declare one of four recipes:
| `kind` | The picture is | Your type provides |
|---|---|---|
| `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` |
| `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order |
| `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` |
| `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` |
```yaml
preview:
kind: surface
mesh: sphere
```
A scene-instantiable type that declares nothing still answers `ref:preview()`
through its `instantiate`, but persists no picture: the declaration is what
makes the engine keep one. List `preview.png` among the type's files so an
instance may hold it.
The picture is findable only when `indexing.content` names it. The two are
separate statements, and neither is derived from the other:
```yaml
indexing:
content:
- role: identity
modality: image
source: { file: "preview.png" }
```
`@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration;
the scaffolded block with inline guidance is in
[`template/type.yaml`](template/type.yaml).
## Typing a result from the instance (`M.refShapes`)
Every method on `M.ref` is checked against the type its `--!return` names,
and every asset of the type gets the same one. That is right for most
methods and wrong for the ones whose result is shaped by the ASSET: a
method answering one entry per child folder, per row of a config, per
binding an input map declares. The widest true annotation for those is
`{ [string]: Thing }`, and an indexer accepts every key — so a caller's
typo reads as valid and nothing reports.
`M.refShapes` lets the type state the result per instance. Each entry is
`function(self) -> (typeExpression, source?)`: a Luau type expression for
THIS asset, and the module whose type vocabulary the expression uses.
Read the asset; never run it — stating a type must not take effect.
```lua
-- inputMap.assetType/behavior.luau — the shipped example.
-- `activate()` hands back one handle per control the map declares.
M.refShapes = {
activate = function(self): (string, string)
local names = {}
for _, control in ipairs(M.ref.controls(self)) do
table.insert(names, control.name .. ": Handle")
end
if #names == 0 then return "", "" end
return "{ " .. table.concat(names, ", ") .. " }",
"@builtin::modules.zinput.scheme"
end,
}
```
With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is
reported with the map's real controls. Without it, both pass silently.
### What the call site has to say
A per-instance type is matched by the asset's IDENTITY, so it applies only
where the reference the method is called on says WHICH asset. Two spellings
do:
```lua
-- a component field, whose declared default names the asset
public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) }
local controls = public.map:activate() -- typed for THAT map
-- an annotation, naming category and identity
local m: AssetRef<"inputMap", "@builtin::inputMaps.default">
```
`asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the
methods the category defines are checked on the result — but not which
asset it found, so a per-instance result keeps the category's declared
return. A reference that names no asset (`asset.resolve(someVariable)`, a
value passed in as a parameter) carries neither, and calls on it are
unchecked. That is the same rule everywhere: the checker states what the
code states, and a name computed at runtime states nothing.
### The result is a value, not a binding
The type belongs to the expression, so it travels the way any inferred type
travels. Indexing the call's result is checked; stashing it in a module
local and indexing it from another function is not, because the local's
declared type is what carries across — and `any` (or no annotation) carries
nothing:
```lua
-- checked: `d.greting` is reported
function awake()
local d = public.dialogue:lines()
d.greeting:say()
end
-- NOT checked: `lines` is a module local typed `any`
local lines: any = nil
function awake() lines = public.dialogue:lines() end
function start() lines.greting:say() end
```
Bind what you need at the call site and the names stay checked in both
places — the asset-derived type at the boundary, ordinary scoping after it:
```lua
local lineGreeting = nil
function awake()
local d = public.dialogue:lines()
lineGreeting = d.greeting -- `d.greting` is reported here
end
function start() lineGreeting:say() end
```
### When nothing is reported and you expected something
From a call site, a type that is correct and a type that was never published
look the same: no diagnostic either way.
`require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it
is. It returns two maps — the category surfaces, and the per-asset results
keyed by identity and then by method:
```lua
local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published()
shapes.categories.dialogue
--> "{ lines: () -> any, lineNames: () -> { string } }"
shapes.returns.Shopkeeper.lines
--> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }"
```
An identity absent from `returns` was never published for, which is a
different thing from published-and-correct — and the reason to look here
rather than at the call site.
The answers are recomputed when an instance is written, so a control added
to a map reaches the checker with no restart. Only types that declare
`refShapes` are read per instance, and at most 64 assets of one type are —
past that the type keeps its declared return and the engine log names what
was dropped.
## The instantiate hook (`M.ref.instantiate`) — a contracted return
A type opts into becoming part of the scene by defining `instantiate` on its
`ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly
when the hook exists, so consumers offer a scene path — an `Asset.source`
field, a viewport drop, a tool argument — by CAPABILITY rather than by a list
of type names.
Unlike `inspect`, this hook's **return is a contract**. A caller writes one
piece of code against every instantiable type, so what comes back cannot vary
by type:
```lua
-- behavior.luau
local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable")
local M = {}
M.ref = {
instantiate = function(self, target, opts)
local root = Instantiable.root(self, target, opts) -- IN: the base opts
-- ... compose whatever this type is, under `root`, NOW ...
return Instantiable.result(self, root, idMap) -- OUT: the contract
end,
}
return M
```
**IN.** `target` is an owning entity ref: the instance lands under (or, for a
hierarchy type, onto) that owner. With no target the type spawns a fresh root.
`position`, `rotation`, `scale`, `name` and `temporary` mean the same for every
type — `Instantiable.root` applies them to a root you mint, `Instantiable.place`
to one you adopt, so you never re-read the spec. Honour more opts of your own if
your type needs them, and document them in the hook's `--!arg` docs.
**OUT.** Return `(root, idMap)` through `Instantiable.result`:
- **`root`** — the composed root, as an `EntityRef`. Composition is
**synchronous**: everything your type builds is live when you return, so the
caller can parent to it and read its components in the same statement. Do not
defer the work to a component's `awake` and return an empty shell — a root
that is not live is refused.
- **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or
nil for a type with no addressable children (`result` normalises it to `{}`).
**A caller never receives nil.** A component that re-composes your asset on
every load keeps this map and passes it back in, which is how a cross-entity
reference into the composition survives a reload.
`AssetRef` runs every `instantiate` through `result` on the way out whether or
not your type called it, so returning something else fails at your own call
rather than handing a caller a nil root. Calling it yourself is still how you
say what you return, and running it twice changes nothing.
`@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves.
## The inspect hook (`M.ref.inspect`)
`asset.inspect(ref)` resolves `ref`, builds a common envelope shared by
every asset (`identity`, `name`, `guid`, `source`, `typeName`,
`typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then
calls the resolved type's own inspect hook — `M.ref.inspect(self)` on
`behavior.luau` — for the type-specific `detail`. The hook returns
*only* `detail`; the framework fills in everything else:
```lua
-- behavior.luau
local M = {}
M.ref = {
inspect = function(self)
-- self.path is the asset's own folder. Parse the asset's OWN
-- files — source text, a native payload header, its `.metadata`
-- — never runtime state (a live component instance, a GPU
-- upload, a compiled schema): inspect must work on an asset that
-- hasn't been compiled, uploaded, or registered yet.
return {
-- type-specific fields, whatever this type wants to surface
}
end,
}
return M
```
A type that omits `M.ref.inspect` yields the generic record: the
envelope alone, `detail = nil`. That's a valid, working state — not an
error — but it means agents calling `asset.inspect` /
`tools.use("assets","describe", ...)` on an instance of the type see
only identity and scope, none of what makes an instance of it
meaningful. Declaring the hook is what makes a type's instances
inspectable for what they actually are.
A hook that raises leaves `detail = nil` and sets `record.warning` to
the error text — `asset.inspect` itself never raises for a resolved
ref.
## Discovery
- `asset.list("assetType")` — every registered asset type.
- `asset.inspect("<typename>")` — the type's identity, source path, and
this README, plus its `about.yaml` texts as `detail.about`.
- `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType`
asset itself (used by the validator to find the type's `type.yaml`).
## Related
- `assetTypes/README.md` — the full `type.yaml` schema and validator
rules.
- `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared
implementation, both halves.
- Every other `*.assetType/` here — the concrete types built on this
meta-type.
## The Inspector a type ships
Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`.
## In the Inspector
Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
# Model
Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh.
**Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide.
Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`.
Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`.
```luau
entity(id).component.add("Model", { model = "cube", material = "gold" })
entity(id).component.get("Model").material = "checkerboard" -- swap material
entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5)
entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2)
```
# MeshCollider (component)
Collision against mesh geometry. There are no size fields: the collider is the
mesh, scaled by the entity's transform.
## The two fits
| `fit` | Shape | Bodies | Concavity |
|-------|-------|--------|-----------|
| `"hull"` (default) | Convex hull of the mesh's points | Static and dynamic | Filled in, so a doorway becomes a slab |
| `"exact"` | The mesh's own triangles | Static | Followed exactly |
`"exact"` is for static bodies because a triangle mesh is a surface with no
interior: rapier cannot derive a mass tensor from one, and a dynamic body built
from it would fall through everything it touched. Setting `fit = "exact"` on a
dynamic body raises an error naming `"hull"` rather than quietly substituting it.
## Choosing the geometry
`mesh` names the asset to collide against. Left unset, the collider tracks
whatever mesh the entity renders, including a later swap. Set it to collide
against a cheaper proxy than the one on screen, which is the usual move for
detailed scenery where the visual mesh carries far more triangles than collision
needs.
```lua
entity.find("rock").component.add("MeshCollider", {}) -- what you see
entity.find("level").component.add("MeshCollider", { fit = "exact" }) -- concave, static
entity.find("rock").component.add("MeshCollider", { mesh = "rock_collision" }) -- cheap proxy
```
Because `mesh` is an asset reference, a collision proxy is visible to the asset
graph and survives a rename.
## Cost
Built shapes are shared: every collider asking for the same mesh, fit and scale
gets the one built shape, so a field of a hundred identical rocks pays for one
hull rather than a hundred.
## Fields
| Field | Meaning |
|-------|---------|
| `mesh` | Mesh asset to collide against. Unset tracks the entity's renderable. |
| `fit` | `"hull"` or `"exact"`. |
| `isTrigger` | Report overlaps without blocking. |
| `friction` | Surface friction. |
| `restitution` | Bounciness. |
# entityOps shared
Cross-tool helpers for the `entityOps` toolbox — the pieces more than
one of its tools reuse.
- **Entity resolution** — `resolveEntity` / `resolveTargets` / `toList`
turn a name / id / proxy / `scene.find` record (single or a list) into
live entity proxies, raising a legible error on anything that doesn't
match.
- **Subtree removal** — `collectDescendants` / `despawnSubtree` remove an
entity and its whole subtree, raising rather than leaving a half-removed
tree behind.
- **Slot capture** — `captureSlot` snapshots the parent + local transform
+ name + sync flag an entity occupies, so a replacement can take its
exact place.
- **Asset resolution** — `resolveAsset` turns a caller's name / path /
identity string (or an already-resolved AssetRef) into a resolved
asset, reporting the canonical identity/path it hit, optionally limited
to one asset category.
Tools are thin wrappers over these; the helpers call the engine APIs.
# postReference_focusBars
Four rows of bar pairs, 8 pairs across the top row and doubling on each row below: the focus chart a depth-of-field reading is taken off.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# postReference_skyRamp
A sky-blue ramp of light from 0.02 to 0.6 across: a clear sky's gradient.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# volumetrics
Volumetric (3D-texture) rendering, end to end, in one package. Built
entirely on the engine's generic `compute.*` GPU primitives — no
Rust changes are needed to author new volumetric content.
## Layout
| Asset | Identity | Role |
|---|---|---|
| `Volume.component` | `@builtin::systems.volumetrics.Volume` | Attach a 3D voxel texture to an entity; raymarches it through the entity's transform AABB. |
| `VolumetricSky.component` | `@builtin::systems.volumetrics.VolumetricSky` | Singleton procedural cloud layer with TAA. |
| `ParticipatingMedium.component` | `@builtin::systems.volumetrics.ParticipatingMedium` | Mark an entity as fog/smoke/dust that attenuates the light passing through it. |
| `mediaTransmittance.module` | `@builtin::systems.volumetrics.mediaTransmittance` | Light-space optical-depth map: the registry, the settings, and the basis the map is built in. |
| `mediaShadow.renderFeature` | `@builtin::systems.volumetrics.mediaShadow` | Builds the optical-depth map and attenuates each surface by the density in front of it. |
| `volume.module` | `@builtin::systems.volumetrics.volume` | Builders (`noise`/`sphere`/`box`/`wrap`) + the `.zvol` header reader + occupancy + brick paging + the per-entity raymarch dispatch. |
| `VolumeSequence.component` | `@builtin::systems.volumetrics.VolumeSequence` | Play an open volume sequence through an entity's transform AABB. |
| `volumeSequence.module` | `@builtin::systems.volumetrics.volumeSequence` | A run of `.zvol` frames streamed through a fixed ring of resident volumes. |
| `volumeDemos.module` | `@builtin::systems.volumetrics.volumeDemos` | Shared pipeline for the showcase scenes (fill + emissive raymarch + composite). |
| `volumetricSky.module` | `@builtin::systems.volumetrics.volumetricSky` | Cloud volume + raymarch + TAA + composite orchestration. |
| `shaders/*.shader` | `@builtin::systems.volumetrics.shaders.*` | `volume_raymarch`, `volume_pages`, `volume_pack`, `cloud_noise[_v3/_v5]`, `cloud_raymarch[_v3/_v4/_v5]`, `cloud_taa`. |
| `importers/vdb_to_zvol.importer` | (auto-discovered) | `.vdb` → dense `.zvol` via the `openvdb` WASM plugin (procedural fallback when the plugin isn't loaded). |
| `presets/cumulus_default.preset` | `@builtin::systems.volumetrics.cumulus_default` | Canonical full `VolumetricSky` weather preset. |
| `demo/*.scene` | `@builtin::systems.volumetrics.demo.*` | `sdf_solids`, `smoke_plume`, `nebula`, `godrays`, `zvol_viewer`, `sky`. |
## Path convention — fully-qualified builtin identities
Every intra-package reference uses the asset's fully-qualified builtin
identity, the same convention every other builtin package follows:
```luau
local Volume = require("@builtin::systems.volumetrics.volume")
local Sky = require("@builtin::systems.volumetrics.volumetricSky")
local V = require("@builtin::systems.volumetrics.volumeDemos")
-- shader identities, e.g. asset.resolve("@builtin::systems.volumetrics.shaders.volume_raymarch")
```
Qualified identities are caller-independent: they resolve identically
from a module, a scene entrypoint, or a component. Caller-relative
(`.sibling`) requires are deliberately avoided here because the
component runtime caller identity is `@builtin::components.<Name>`, so a
`.sibling` require from a component resolves against the wrong root.
(An earlier revision of this package used a `~volumetrics` package-root
alias for relocatability; that alias is not resolvable on current main,
so the package uses qualified identities throughout.)
## Usage
```luau
-- Per-entity volume. The component resolves the name through `Volume.get`,
-- so a volume paged into a brick pool renders from the pool under the same
-- name:
local Volume = require("@builtin::systems.volumetrics.volume")
local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4 })
cloud:buildSparse({ brickSize = 8 })
cloud:releaseDense()
entity(id).component.add("Volume", { volumeName = "cloud", density = 6.0 })
-- Procedural sky:
local sky = entity.spawn("sky")
sky.component.add("VolumetricSky", {})
preset.apply("cumulus_default", { entity = sky.id, component = "VolumetricSky" })
-- VDB import: drop a `.vdb` into the VFS; the importer writes a `.zvol`
-- alongside it. Load it with the zvol_viewer demo scene.
-- Animated run: one `.zvol` per frame, played through a bounded ring.
local Seq = require("@builtin::systems.volumetrics.volumeSequence")
Seq.open({ name = "plume", frames = framePaths, resident = 3, fps = 24 })
entity(id).component.add("VolumeSequence", { sequenceName = "plume", density = 6.0 })
```
## Plugin dependency
The VDB importer delegates real OpenVDB parsing to the `openvdb` plugin
in the builtin library, `@builtin::plugins.openvdb`. Without the plugin
the importer falls back to a deterministic procedural torus so the
pipeline stays functional.
# Chrome
A polished chrome surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a bright near-white base colour (`0.95, 0.95, 0.97`) and very low roughness (`0.05`) for mirror-sharp reflections. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled.
## Inputs
- `colors.base_color` (`0.95, 0.95, 0.97, 1.0`) — bright, faintly cool chrome tint.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.05`) — near-mirror sharpness.
- `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
# pbr_layered
A surface composed from two complete PBR layers: a base, and a top layer laid
over it wherever coverage says so.
Rust over painted metal, snow over rock, mud over a vehicle, wear over a finish.
Pre-blending those into one texture set bakes the coverage in — it can no longer
change at runtime, and every entity wearing the material wears it identically.
Here both layers keep their own shading inputs and coverage is evaluated per
fragment, so the same material can be pristine on one entity and ruined on the
next.
## Coverage
Coverage is the product of three terms, each neutral by default:
| term | property | what it is for |
|---|---|---|
| mask | `top_mask_texture`, `top_mask_channel`, `top_mask_contrast` | *where* the top layer gathers — creases, edges, upward faces |
| material | `top_coverage` | *how far* the look has progressed, for every entity sharing the material |
| instance | `top_instance_lane`, `top_instance_component` | how far for *this* entity |
`top_coverage` defaults to 0, so a material that sets nothing renders as its base
layer alone.
`top_mask_contrast` shapes the mask: 1 is a linear ramp, higher values pull the
top layer back into the mask's brightest areas, which is what makes rust and snow
gather in creases instead of washing evenly over everything.
## Driving it per instance
Point the material at an `instanceData` lane, then write that lane per entity:
```lua
-- material: top_instance_lane = 0, top_instance_component = 0
local clean, rusted = entity.find("barrel_a"), entity.find("barrel_b")
if clean and rusted then
renderer.instanceData.set(clean, 0, 0.1) -- nearly clean
renderer.instanceData.set(rusted, 0, 0.9) -- heavily rusted
end
```
Both entities share one material and one draw path; only the lane differs.
## Texture slot budget
WebGPU guarantees 16 sampled textures per fragment stage and the engine's
group(0) already holds several. This shader declares **9**, which leaves room for
those plus a margin. Two full five-map layers would not fit, so the top layer
carries the three maps that make it read as a different material — albedo,
roughness/metallic, normal — and takes occlusion and emissive from the base.
Layer count is **two**. The cost is fixed and predictable: both layers are always
sampled, and coverage selects between their inputs rather than branching.
## Why the inputs blend rather than the results
Lighting each layer separately and adding puts more energy back out than arrived,
so a half-covered surface would read brighter than either layer alone.
Interpolating the shading inputs and lighting once cannot do that.
# Snow Particle
A soft, cold-white flake surface for falling-snow particle effects — a near-white base colour (`0.95, 0.97, 1.0`) with a cool blue-grey emissive glow (`0.25, 0.3, 0.4`) so flakes stay faintly visible in shadow. Transparent, double-sided (`cull: none`), and drawn in the transparent queue (`3000`). Built on `@builtin::shaders.snow_material`.
## Inputs
- `colors.base_color` — the cold-white flake tint.
- `colors.emissive` (`0.25, 0.3, 0.4`) — cool self-illumination that keeps flakes readable in dark scenes.
- `floats.roughness` (`0.8`) — matte, non-glossy flakes.
- `floats.metallic` (`0.0`) — fully dielectric.
# `referenceChart` surface shader
A reference chart drawn on a surface, unlit: each point holds light its
properties and its UV state, so a picture of the surface is measured against
known input. The post-verification reference scenes
(`@builtin::scenes.postReference.*`) are built from its materials
(`@builtin::materials.postReference.*`).
| `pattern` | Draws |
|---|---|
| 0 | A grey wedge: one column per whole stop from `evMin` to `evMax`, each middle grey (0.18) at that stop. |
| 1 | The 24 ColorChecker Classic patches, 6 x 4, each its published sRGB value read as linear reflectance. |
| 2 | A ramp from `low` at u = 0 to `high` at u = 1. |
| 3 | A Siemens star of `frequency` spokes, `high` on `low`. |
| 4 | A checker `frequency` cells across, `low` and `high`. |
| 5 | Focus bars: four rows of bar pairs, `frequency` pairs across the top row, doubling on each row below. |
Every pattern's light is multiplied by `color` and `gain`. UV (0, 0) is the
surface's top-left, as the front face of `@builtin::meshes.cube` maps it.
# Gold
Polished gold — a fully metallic PBR surface with a warm yellow base colour
(`1.0, 0.84, 0.0`) and low roughness (`0.25`) for bright, sharp reflections.
Built on `@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — the gold tint.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.25`) — sharpness of the reflection; raise for a
brushed look.
# Checkerboard
A procedural checkerboard pattern rendered by `@builtin::shaders.checkerboard`, alternating a red base colour (`1.0, 0.2, 0.2`) with a blue emissive colour (`0.2, 0.2, 1.0`). Opaque and non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — useful as a UV / scale test surface.
## Inputs
- `colors.base_color` — the red square colour.
- `colors.dark_color` — the blue square colour.
- `floats.roughness` (`0.5`) — diffuse spread on the lit squares.
- `floats.metallic` (`0.0`) — dielectric surface.
# Custom Textured
A textured opaque surface built on `@builtin::shaders.custom_material`, sampling the `array_texture` builtin over a warm peach base colour (`1.0, 0.8, 0.6`). Non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — a worked example of pairing a custom shader with an array texture.
## Inputs
- `textures.base_color_texture` (`@builtin/textures/array_texture`) — the sampled array texture.
- `colors.base_color`: the warm peach colour the texture is multiplied by.
- `floats.roughness` (`0.5`) — diffuse spread.
- `floats.metallic` (`0.0`) — dielectric surface.
# Sky Procedural
A fully procedural atmospheric sky with a day/night cycle, built on `@builtin::shaders.procedural_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), computing gradient, sun, moon and stars analytically from its parameters — no texture required.
## Inputs
- `properties.zenith_color` / `horizon_color` / `ground_color` — the atmospheric gradient from overhead (`0.1, 0.3, 0.6`) through the horizon (`0.5, 0.7, 1.0`) to the ground (`0.3, 0.25, 0.2`).
- `properties.sun_intensity` (`20`) / `sun_size` (`0.02`) — brightness and disc size of the sun.
- `properties.turbidity` (`4`) — atmospheric haze / scattering density.
- `properties.stars_intensity` (`1`) / `moon_size` (`0.03`) — night-sky star brightness and moon disc size.
# `fog` post-process shader
Depth-keyed distance haze. `pp.add(name, "fog", { density = ..., color = { r, g, b } })`
registers it, and `asset.resolve("@builtin::shaders.post.fog", "shader"):getProperties()`
reads the knobs below before it is added.
The pass reads the scene depth already drawn at a pixel, turns it into a distance
in metres with `zero_linear_depth(d, near, far)`, and mixes the frame toward
`fogColor` by `1 - exp(-distance * density)` — an exponential falloff, so density
sets how many metres of air it takes to reach the fog colour.
`near` and `far` are the planes the frame was projected through. They are what a
stored depth is turned back into metres by, so they belong to the camera the
scene was drawn with rather than to the look: setting them to something the
camera does not use moves every surface's distance and with it the whole haze.
| Property | Meaning |
|---|---|
| `density` | Falloff rate. 0 leaves the frame untouched. |
| `fogColor` | The colour a fully fogged pixel reaches. |
| `near` | The scene camera's near plane, in metres. |
| `far` | The scene camera's far plane, in metres. |
# Sky Cubemap
A cubemap sky/environment background built on `@builtin::shaders.cubemap_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` with adjustable rotation and exposure.
## Inputs
- `textures.sky_texture` — the cubemap sampled as the sky (`Ryfjallet_cubemap`).
- `floats.rotation` (`0.0`) — yaw rotation of the sky around the vertical axis.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
# Default Unlit
A flat, unlit surface that renders its base colour directly with no lighting response, built on the `unlit` shader. Uses a white base colour (`1.0, 1.0, 1.0`) over the `default:white` texture with `emissive` (`1.0`) for full brightness — the go-to default for UI, gizmos, and debug geometry that must stay legible regardless of scene lighting.
## Inputs
- `colors.base_color` — the flat colour shown directly.
- `textures.base_color_texture` (`default:white`) — the white base texture the colour multiplies against.
- `floats.emissive` (`1.0`) — full, lighting-independent brightness.
# grass_material.shader
Grass, shaded root to tip with per-blade colour variation and a soft
half-lambert wrap.
The colouring reads `uv.y` as height along a blade — 0 at the root, 1 at the tip
— and darkens the roots while warming the tips. Per-blade variation comes from a
hash of the fragment's world xz on a 10 cm grid, so every fragment of one blade
shares a seed and neighbouring blades drift apart in hue and brightness. The
lighting is a diffuse half-lambert wrap kept below saturation, so this shader
returns its own final colour instead of a PBR surface.
`sway` is how far the vertex stage bends each vertex along its blade, and it is
what tells this shader that its mesh is a blade mesh: the bend scales with
`uv.y²`, so a vertex at the root holds still while the tip swings hardest. It
defaults to 0, at which every vertex arrives where the mesh put it — a material
that leaves it there shades a surface without moving it. `@builtin::materials.grass`
is that ground surface; `@builtin::materials.grass_blades` sets `sway` to 1 for a
blade mesh.
## Properties
- `base_color` — the grass green the root→tip gradient is built from.
- `sway` (`0`..`4`, default `0`) — how far each vertex bends along its blade.
# Emissive White
A bright white light-emitting PBR surface built on the `pbr` shader with the `_EMISSION` keyword enabled. A white base colour (`1.0, 1.0, 1.0`) paired with a strong `emissive` (`20.0`) makes it glow and drive bloom — well suited to light fixtures, emitters, and glowing accents. Non-metallic (`metallic 0.0`) at mid roughness (`0.5`).
## Inputs
- `floats.emissive` (`20.0`) — high emission strength that produces the glow.
- `keywords: _EMISSION` — enables the emissive path in the PBR shader.
- `colors.base_color` — the white surface and emission colour.
- `floats.roughness` (`0.5`) — diffuse spread on the lit surface.
# Water
An animated water surface with a deep blue base colour (`0.1, 0.3, 0.8`) and low roughness (`0.2`) for glossy, reflective highlights, driven by a scrolling normal map for wave detail. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.water_material`, sampling `@builtin/textures/water_normals`.
## Inputs
- `colors.base_color` (`0.1, 0.3, 0.8`) — the water body colour.
- `floats.roughness` (`0.2`) — low roughness for sharp specular reflections.
- `floats.metallic` (`0.0`) — dielectric surface.
- `textures.normal_texture` — the wave normal map (`@builtin/textures/water_normals`).
# postReference_chrome
A polished metal: its highlight of a bright light is a sub-pixel specular, the firefly a bloom and a temporal resolve are read on in the post-verification reference scenes.
# Grass blades
Swaying grass for a blade mesh, built on `@builtin::shaders.grass_material` with
the same green as `@builtin::materials.grass` (`0.22, 0.62, 0.16`) and `sway` at
`1.0`. The shader bends each vertex along its blade in proportion to `uv.y²`, so
this material belongs on a mesh whose `uv.y` runs 0 at a blade's root to 1 at its
tip — a merged field of blades, each a cross of two tapered quads. It inherits
the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its
pipeline matches the library variant compiled at startup.
## Inputs
- `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint.
- `floats.sway` (`1.0`) — the full blade bend. `@builtin::materials.grass` leaves
it at the shader's default of `0` for a ground surface.
# Text Default
The default surface for Text3D — a white base colour (`1.0, 1.0, 1.0`) drawn with alpha blending and no depth write so glyphs composite cleanly over the scene. Transparent, double-sided (`cull: none`), `depth_write: false`, in the transparent queue (`3000`). Built on the `pbr` shader.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the glyph colour.
- `render.depth_write` (`false`) — glyphs blend without occluding each other.
- `render.cull` (`none`) — text is visible from both sides.
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric defaults.
# procedural_sky
The editable atmospheric sky: a day/night gradient with a sun disc and
glow, a procedural star field, and a moon opposite the sun, authored
entirely from material properties — no texture backs it.
Day, night and the dawn/dusk blend all derive from the directional
light's elevation, so the sky follows whatever drives the scene's sun;
there is no time-of-day uniform. The gradient's zenith, horizon and
ground colours, the sun's size and intensity, the stars, the moon,
turbidity and exposure come from `properties.yaml`.
Output is radiance scaled by `exposure` — the scene's own tone-mapping
does the range compression, the same contract as every sky-domain
shader.
The `ProceduralSky` component owns the runtime material over this shader
(`__procedural_sky`) and pushes its fields here; `sky.get()` reports the
resulting configuration.
# error_marker
The surface of the ERROR sign: the magenta and dark purple world-space checker
the engine's error pipeline draws, as an unlit surface shader. The
`error_marker` material draws the sign with it.
# Grid Background
A procedural background/reference-grid surface built on `@builtin::shaders.grid_bg`. It draws grid lines over a black base colour (`0.0, 0.0, 0.0`) with full roughness (`1.0`) and no metallic response, rendered opaque with culling disabled (`cull: none`) and instancing enabled so it can back many objects at once.
## Inputs
- `colors.base_color` (`0.0, 0.0, 0.0, 1.0`) — black backdrop behind the grid lines.
- `floats.roughness` (`1.0`) — fully diffuse, no highlights.
- `render.cull` (`none`) — visible from both faces.
- `render.instancing` (`true`) — supports instanced draws.
# Standard Default
The baseline PBR surface — a neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic (`0.0`), wired with the full standard texture set (base colour, normal, roughness-metallic, emissive, occlusion) and the `_NORMALMAP` / `_OCCLUSIONMAP` keywords enabled. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.pbr`. This is the starting point most materials copy and retint.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the albedo tint over the base colour texture.
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default.
- `floats.normal_strength` (`1.0`) / `floats.ao_strength` (`1.0`) — normal-map and occlusion intensity.
- `textures.normal_texture` / `textures.roughness_metallic_texture` / `textures.occlusion_texture` — the PBR map slots, seeded with neutral defaults.
# eye.shader
An eye: an iris refracting behind a clear cornea.
The iris sample is displaced by refracting the view ray at the cornea and
walking it `iris_depth` inward, so the iris slides as the viewing angle changes.
The cornea itself is the engine's clearcoat lobe, which keeps one continuous
specular highlight across the iris and the sclera.
`iris_radius`, `pupil_radius` and `limbus_softness` shape the disc; `iris_texture`
is sampled in the refracted frame, `sclera_texture` in the surface's own UVs.
# postReference_grey18
A lit 18% grey (middle grey) surface, rough and dielectric: what a light of known intensity is read off in the post-verification reference scenes.
# loading_backdrop (screen shader)
A calm, slowly drifting full-screen backdrop for the world loading screen. A deep
near-black field carries two large, soft glows that move along slow independent
orbits, finished with a gentle vignette and a faint animated grain that keeps the
gradient from banding. Animation is driven entirely by `engine.time`, so it
advances on its own during boot with no per-frame uniform updates. It is quiet by
design, so it sits behind the world's cover image, title, and progress bar. Drawn
through the `backgroundShader` UI style after registration with
`ui.registerBackgroundShader`.
# Parallax Cube (Flat)
A brick surface built on `@builtin::shaders.pbr_parallax_occlusion` with `parallax_depth_scale = 0`, so the ray-march is bypassed and the shared brick textures render as plain textured PBR (rough `0.7`, non-metallic, white base colour). Opaque, back-face culled, queue `2000`. Pair it with `parallax_cube` to A/B the parallax effect from a fixed viewpoint.
## Inputs
- `floats.parallax_depth_scale` (`0.0`) — disables the occlusion ray-march, flattening the surface.
- `floats.roughness` (`0.7`) — matte brick finish.
- `floats.normal_scale` (`1.0`) — strength of the normal map.
- `textures.height_texture` — the brick height map (unused while depth scale is `0`).
# postReference_siemensStar
A Siemens star of 36 spokes, 0.9 on 0.02: the spokes narrow below a pixel toward the centre, where a temporal resolve aliases.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Skybox
An unlit cubemap skybox rendered from the inside of the mesh, built on `@builtin::shaders.cubemap_unlit`. Uses front-face culling and no depth write so it draws behind all scene geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` environment.
## Inputs
- `textures.base_color_texture` — the cubemap sampled as the background (`Ryfjallet_cubemap`).
- `floats.reflect_mode` (`0.0`) — samples the cube directly as a background rather than as a reflection.
- `colors.base_color` (`1.0, 1.0, 1.0`) — tint applied to the sampled cubemap.
# `hdrChart` post-process shader
The synthetic HDR chart: a picture whose every pixel holds light its
properties and its position state, drawn in place of the scene. Registered
first in the chain (`postMetrics.chart.show`, priority -1000), it is the input
the display transform and every effect after it read, so they are measured
against known light with no lighting, geometry or material in between.
`@builtin::modules.postMetrics` computes the same light for any pixel on the
CPU (`chart.light`) and builds the picture a display curve should present for
it (`chart.reference`).
| Property | Meaning |
|---|---|
| `pattern` | 0 ramp, 1 grey wedge, 2 ColorChecker, 3 colour wedge over its grey. |
| `low`, `high` | The ramp's light at the left and right edges. |
| `evMin`, `evMax` | The wedges' leftmost and rightmost stops; each column is middle grey (0.18) at a whole stop. |
| `gain` | The ColorChecker's light, as a multiple of its reflectance. |
| `color` | The ramp's tint, and the colour wedge's saturated patch (scaled to its column's grey luminance). |
| `dither` | Triangular noise of that many code values either way, added in display-encoded sRGB. |
The effect declares `space: light`.
# fluidSurface
A GPU particle simulation, rendered as a continuous liquid.
Water made of particles has a problem: the particles are spheres, and a pile of
spheres looks like a pile of spheres. Turning them into a mesh every frame is
expensive and the mesh is thrown away immediately. This package skips the mesh —
it renders the particles into screen-space fields and shades those, so the
particle data never leaves the GPU and the cost scales with screen pixels rather
than with the surface's geometric complexity.
## What it does
```lua
local fluidSurface = require("@builtin::systems.fluidSurface.modules.fluidSurface")
local rts = fluidSurface.attach("lake", {
particles = { buffer = sim, stride = 16, posOffset = 0, count = 400000, velOffset = 4 },
radius = 0.35,
})
```
`particles` describes the record layout of the buffer the caller's simulation
writes: how wide a record is, where the position sits in it, and how many are
live. Pass the handle a compute shader's `createBuffer` answered. Everything
after that happens per frame until `detach`.
`update` moves the live knobs — the particle count as a sim grows, the sun
direction as the day turns, any composite property:
```lua
fluidSurface.update("lake", { count = active, sunDir = { 0.3, 0.8, 0.2 } })
```
## The chain
1. **Splat** (engine raster). Every particle draws as a velocity-stretched
billboard: nearest-surface depth, hardware z-tested; additive thickness and
thickness-weighted colour; and, when the records carry a foam weight, an
additive foam sprite layer.
2. **Narrow-range filter** (`fluid_narrow_x` → `fluid_narrow_y`, ping-ponged
`iterations` times). Neighbour depths are clamped into a band around the
centre before averaging, so particles fuse into a surface while silhouettes
stay crisp. The body is the `fluid_narrow_filter` shader module, included by
both axes.
3. **Resolve** (one of `fluid_resolve`, `fluid_resolve_col`,
`fluid_resolve_foam`, `fluid_resolve_col_foam`). Packs smoothed depth,
blurred thickness and the foam fraction into `data`, and the mean liquid
colour along each ray into `liq`. Which one runs is decided by whether the
records carry a colour and a foam weight, because that changes which textures
the pass binds.
4. **Composite** (`fluid_surface_composite`, a post-process shader). Refracts the
already-rendered scene through the surface normals, absorbs along the view
ray by Beer–Lambert, marches the reflected ray against scene depth so the
water mirrors what is above it, adds sun specular, and lays foam on the thin
edges. Depth-tested against the scene, so fluid behind geometry stays hidden.
Every stage runs at `resolutionScale` of the screen (half by default).
## Sharing
The passes are compiled once and shared by every surface. What a surface owns is
its render targets, its own filter-parameter buffer, and its own composite —
which is why two lakes at different particle radii filter at different widths
without interfering.
# postReference_greyWedge
The grey wedge: one column per whole stop from -10 to +10, each middle grey (0.18) at that exposure.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Checkerboard White
A static white/grey checkerboard rendered by `@builtin::shaders.checkerboard`, alternating a white base colour (`1.0, 1.0, 1.0`) with a dark grey check colour (`0.3, 0.3, 0.3`). Animation is disabled (`animation_speed 0.0`), giving a fixed, neutral grid — ideal as a level-design blockout or scale-reference floor. Opaque, non-metallic (`metallic 0.0`) at mid roughness (`0.5`).
## Inputs
- `colors.base_color` — the white square colour.
- `colors.check_color` — the dark grey square colour.
- `floats.animation_speed` (`0.0`) — held at zero for a static pattern.
- `floats.roughness` (`0.5`) — diffuse spread on the squares.
# postReference_white
A flat unlit white of 0.8 light: the thin geometry of the temporal reference scene (wires, a fence, a fan's blades) drawn against the dark, so every pixel it touches stands out from its neighbours.
Drawn by `@builtin::shaders.referenceChart`. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# parallax_cube
Brick wall material using `@builtin::shaders.pbr_parallax_occlusion`
with the parallax march enabled (`parallax_depth_scale = 0.08`, 48
ray-march layers). Pair with `parallax_cube_flat` for a same-textures,
no-POM A/B comparison.
## Shader
`@builtin::shaders.pbr_parallax_occlusion` — see that shader's README
for the full parameter list.
## Textures
All from `@builtin::textures.parallax_bricks` (height/normal derived
from three.js's MIT-licensed `brick_bump` + `brick_diffuse`):
- `base_color_texture` → `bricks_albedo`
- `normal_texture` → `bricks_normal`
- `roughness_metallic_texture` → `bricks_roughness`
- `occlusion_texture` → `bricks_ao`
- `height_texture` → `bricks_height`
## Usage
```luau
Material.Apply(entityId, "parallax_cube")
-- Override at runtime:
Material.SetProperty("parallax_cube", "parallax_depth_scale", 0.12)
```
Pair it with `parallax_cube_flat` (same textures, `parallax_depth_scale = 0`)
to compare the ray-marched surface against a flat-mapped baseline.
## Notes
- `Material.SetProperty` mutations are global — every entity using
`parallax_cube` sees the change. If you need per-entity variation,
derive a new material name and override the property there.
- Use under any standard camera (forward path). The deferred path is
not yet POM-aware; materials applied to a deferred camera will
render as plain textured PBR.
# `colorGrade` post-process shader
Brightness, saturation and contrast as multipliers around an identity of 1.0.
`pp.add(name, "colorGrade", { brightness = 1.1, saturation = 0.8 })` registers it, and
`asset.resolve("@builtin::shaders.post.colorGrade", "shader"):getProperties()`
reads the knobs below before it is added.
The three run in that order on the sampled frame: brightness scales the colour,
saturation mixes it against its own Rec. 709 luminance, and contrast pushes it
away from mid grey. Each is a multiplier, so 1.0 leaves the frame as it was and
all three at 1.0 pass it through unchanged.
`color_correction` grades the same three quantities as ADDITIVE offsets around
0.0 and adds a tint colour, so a look authored for one does not transfer to the
other by copying its numbers.
| Property | Meaning |
|---|---|
| `brightness` | Multiplies the colour. |
| `saturation` | 0 is luminance alone, 1 is the frame's own colour. |
| `contrast` | Scales distance from mid grey. |
# Neon
A glowing cyan neon surface built on `@builtin::shaders.pbr` with emission enabled. It pairs a bright cyan-blue base colour (`0.2, 0.8, 1.0`) with a matching emissive colour driven hard by `emissive: 5.0`, so it reads as a self-lit light source. Low roughness (`0.2`), non-metallic, opaque, instanced, with the `_EMISSION` keyword enabled.
## Inputs
- `colors.emissive` (`0.2, 0.8, 1.0, 1.0`) — cyan glow colour.
- `floats.emissive_intensity` (`5.0`) — strong emissive intensity (feeds bloom).
- `colors.base_color` (`0.2, 0.8, 1.0, 1.0`) — matching cyan base tint.
- `floats.roughness` (`0.2`) — glossy surface under direct light.
# oceans
A sea and the ground under it, as one package: the wave simulation, the surface
that renders it, the seabed it is seen through, and the answer to "how high is
the water here" that gameplay needs to float things on it.
```lua
local Ocean = require("@builtin::systems.oceans.modules.ocean")
Ocean.create({ preset = "gale" })
```
That is a whole ocean — waves out to the horizon, foam on the breaking crests, a
seabed below, and a surface that follows whoever is looking at it. To float
something on it:
```lua
local ocean = Ocean.forEntity(oceanEntityId)
boat.position = { x, ocean:sampleHeight(x, z), z }
```
It is a building block. The sun the water glitters under, the ambient its foam
sits in and the sky it reflects all come from the scene, through the same
directional light and reflection probes every other material in the engine
reads — so an ocean drops into a world that already has lighting instead of
bringing a second set, and changing the scene's light changes the water with it.
## What it does
The simulation is **spectral**: instead of animating individual waves, it builds
the sea's energy across every wavelength and direction from an oceanographic
spectrum, then inverse-transforms that into a height field. A real sea is what
comes out — wind speed alone decides wave height, and it rises with wind the way
a fully developed sea does, following the Pierson–Moskowitz law.
It runs in **cascades** — independent wave fields over different patch sizes,
each band-limited to its own range of wavelengths. A tile of roughly two
kilometres carries the long waves and one of a few hundred metres the short
ones; they sum into a surface with detail at every scale, and because the bands
are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank**
adds the swell analytically, which no cascade can hold: a wave longer than its
own patch has nowhere to live, and swell arrives from a distant storm on its own
heading anyway.
**Foam** is not painted on. It comes from the Jacobian of the wave displacement:
where the surface folds over itself, the wave is breaking. Whitecaps appear
where and when the geometry actually breaks, accumulate into a persistent
world-space field, and streak behind the crest as they decay.
**Colour and transparency are the same mechanism.** Per-channel Beer–Lambert
extinction over the distance light travelled through water gives both — red dies
within a metre, blue survives tens. That is why shallow water over sand reads
turquoise and the open sea reads near-black blue without switching materials.
**The seabed** is one noise field read twice: scaled it is the terrain's relief,
unscaled it picks between sand and rock, so outcrops stand on the high ground
and sand fills the hollows. The sun's caustic web moves over both, bent by the
horizontal displacement of the water directly above it. Bodies land on it: the
pass that raises the ground writes the same field out as a height patch that
travels with the viewer, so what a body stands on is what the frame drew.
Nothing here ships an image. Every map the surface and the seabed sample — the
foam patterns, the sand, the rock, the caustics — is grown on the GPU at
startup.
## The pieces
| Asset | What it is |
|---|---|
| `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. |
| `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. |
| `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. |
| `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. |
| `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. |
| `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. |
| `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. |
| `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. |
| `modules/oceanScene` | The seam between the scene capture and the materials that sample it. |
| `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. |
| `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. |
| `materials/oceanWater`, `materials/oceanSeabed` | The default looks. |
| `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. |
| `computeShaders/ocean_*` | The ten-stage GPU pipeline. |
## Wind is the control
Significant wave height goes as the **square** of wind speed, so that one field
does most of the work:
| Wind | Sea | Wave height |
|---|---|---|
| 3 m/s | glassy, a mirror | ~0.2 m |
| 11 m/s | working sea, occasional whitecap | ~2.5 m |
| 24 m/s | gale, breaking and streaked | ~12 m |
Everything else shapes character rather than size: `choppiness` pinches crests
into peaks, `standingWaveRatio` runs waves both ways instead of only downwind,
`jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how
readily a breaking crest whitens and how long it streaks.
Read `documentation/oceans.guide` for the full walkthrough, including the
seabed, buoyancy, reflections and what each tier costs.
# subsurface
A metallic-roughness surface that also transports light beneath itself, for
skin, foliage, wax, marble and thin fabric.
Set `subsurface_color` to the tint of the light that scatters through; leaving
it black makes this a plain metallic-rough surface. `subsurface_radius` sets how
far light spreads beneath — larger values wrap the shading further past the
terminator, and reach further in whichever channels the colour is strongest in.
`thickness` (and `thickness_texture`) control how readily a backlit surface
glows. Thin geometry transmits; thick geometry stays solid.
Both effects are evaluated in the engine's light loop, so they are shadowed and
attenuated like every other lobe.
# postReference_checker
A checker of 64 cells across, 0.8 on 0.03: the high-frequency background a fast object crosses.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# postReference_colorChecker
The 24 patches of the ColorChecker Classic, each its published sRGB value read as linear reflectance.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Error Test
Intentionally broken material used to exercise the renderer's error-handling and fallback paths. It targets `@builtin::shaders.error_shader` and carries a bright magenta base colour (`1.0, 0.0, 1.0`) — the classic "missing/failed" flag colour — with mid roughness (`0.5`), opaque render type, and back-face culling.
## Inputs
- `colors.base_color` (`1.0, 0.0, 1.0, 1.0`) — magenta error flag tint.
- `floats.roughness` (`0.5`) — neutral surface roughness.
- `render.type` (`opaque`) / `render.queue` (`2000`) — drawn in the standard opaque pass.
# Animated Color
An opaque, back-culled surface whose colour animates over time, driven by `@builtin::shaders.animate_shader`. Starts from a white base colour (`1.0, 1.0, 1.0`) with an `emissive` of `1.0` so the shifting colour reads brightly, at mid roughness (`0.5`) and fully non-metallic (`metallic 0.0`).
## Inputs
- `colors.base_color` — the starting colour the animation modulates.
- `floats.emissive` (`1.0`) — self-illumination strength of the animated colour.
- `floats.roughness` (`0.5`) — matte diffuse spread.
- `floats.metallic` (`0.0`) — dielectric, non-metallic surface.
# billboard
Camera-facing billboard shader for textured quads — labels, sprites, and 3D
text. All four corners of the quad sit at the same anchor, so the vertex's world
position is the anchor under any entity or parent transform. Each corner carries
its in-plane offset in the vertex colour; the vertex stage offsets the corner in
world space facing whichever camera renders the pass, so the quad is visible and
correctly framed from the main viewport, an offscreen capture, and a
render-texture camera alike. Because the offset is applied in world space before
projection, the quad keeps real extent and stays drawn when the anchor leaves the
frustum. The horizontal axis stays world-level, so it tracks a pitching camera
without rolling.
The world size lives in the per-corner offset (resizing rebuilds the vertex
colours), so there are no size material properties, and the mesh declares its own
render bounds so frustum culling keeps it. The fragment mirrors `unlit`:
`base_color * base_color_texture` with masked-transparency cutoff.
# foliage.shader
Vegetation that sways with the scene's wind.
The motion comes from the engine's frame-global wind (`rendering.setWind`), so
every material reading it agrees on direction, speed and gust phase — a gust
crosses a whole field instead of each plant animating on its own clock.
`compliance` scales how far this material yields — 1 for a grass blade, 0.1 for
a trunk. The mesh's red vertex channel is how freely each vertex moves: 1 at a
blade's tip, 0 at its root, so a blade pivots from its base. A mesh with no
authored vertex colours reads white and sways as a whole.
The gust phase is a function of world position, so a gust travels across a field
rather than every instance of the same mesh swaying in unison.
With no wind set the sway is zero and the surface renders as a plain lit
material.
# `lut` post-process shader
Colour grading through a lookup table. `pp.add(name, "lut", { texture = ... })`
registers it; `@builtin::modules.lut` builds, imports and installs the tables it
reads.
`lut_texture` is a LUT **strip**: an N-entry colour cube laid out as one row of N
square tiles, so the image measures `N*N` wide by `N` tall. Tile `b` holds the
plane of constant blue index, red runs across a tile and green runs down it. N
comes from the texture's own height, so this one shader serves a 16-, 32- or
64-entry cube.
The eight lattice entries around a colour are fetched with `textureLoad` at exact
texel coordinates and interpolated in the shader. That makes the result
independent of the texture's filter and wrap mode, and each blue plane is read
from its own tile.
A texture whose shape is not a strip — including the 1×1 fallback bound when the
effect has no table — returns the frame untouched, so adding the effect before
its table exists changes nothing.
| Property | Meaning |
|---|---|
| `amount` | 0 = the ungraded frame, 1 = the table's answer. |
| `lut_texture` | The strip. |
# Error Text
A 3D "ERROR" text model used as the visible fallback when an asset fails to
load — spawned in place of missing geometry so a broken reference is obvious
in-scene instead of silently invisible. Decomposed from `ERRORText.fbx` into
this bundle (mesh + material + texture + entity template).
## Composition
- Root `error_text` → `Sketchfab_model` → the `ERRORText.fbx` node hierarchy.
- Carries the extruded "ERROR" letter mesh, its material, and texture as
private subassets.
## Usage
Spawned automatically by the engine as the placeholder for an unresolved
asset; can also be spawned directly to test the fallback path.
# Plastic White
A clean white plastic — a non-metallic PBR surface with a pure white base colour (`1.0, 1.0, 1.0`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`1.0, 1.0, 1.0`) — the white plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# postReference_darkRamp
A ramp of light from 0 at the left edge to 0.1 at the right: the dark gradient an undithered 8-bit display path bands on.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# pbr
The engine's standard physically-based material — the full glTF metallic-roughness
workflow lit by the shared `@builtin::shaderModules.pbr_shading` model. This is the default surface shader a
model uses when its material doesn't specify another, and it is also registered
under the legacy alias **`standard`** (the name many materials reference).
It is a `surface()` shader: it fills a `PbrSurface` and the engine generates every
pipeline entry point and lights it. Every parameter defaults to a neutral value, so
a material that sets nothing renders as a clean dielectric; the advanced lobes only
cost anything when a material opts into them.
## Properties
| Property | Type | Default | Meaning |
|---|---|---|---|
| `base_color` | color | `[1,1,1,1]` | Albedo tint, multiplied by `base_color_texture` and vertex colour. |
| `emissive` | color | `[0,0,0,1]` | Emissive tint, multiplied by `emissive_texture` and `emissive_intensity`. |
| `emissive_intensity` | float | `1.0` | HDR multiplier on the emissive output. |
| `roughness` | range | `0.5` | Perceptual roughness, multiplied by the green channel of `roughness_metallic_texture`. |
| `metallic` | range | `0.0` | Metalness, multiplied by the blue channel of `roughness_metallic_texture`. |
| `reflectance` | range | `0.5` | Dielectric reflectance knob (neutral 0.5 → 4% F0). |
| `ior` | float | `1.5` | Index of refraction → dielectric F0 and the refraction direction. |
| `normal_scale` | float | `1.0` | Strength of the tangent-space `normal_texture`. |
| `occlusion_strength` | range | `1.0` | Blend of the `occlusion_texture` (R) into the ambient term. |
| `clearcoat` | range | `0.0` | Strength of a second dielectric clearcoat specular lobe. |
| `clearcoat_roughness` | range | `0.0` | Roughness of the clearcoat lobe. |
| `anisotropy` | float | `0.0` | Anisotropic highlight stretch along the tangent ([-1,1]). |
| `sheen_color` | color | `[0,0,0,1]` | Tint of the sheen lobe — the retroreflective rim of velvet, satin and brushed fabric. Black leaves the base untouched. |
| `sheen_roughness` | range | `0.3` | Width of the sheen lobe. |
| `iridescence` | range | `0.0` | Blend toward the thin-film response, the hue that shifts with view angle. |
| `iridescence_thickness` | float | `400.0` | Film thickness in nanometres — which wavelengths cancel and which reinforce. |
| `iridescence_ior` | float | `1.3` | Index of refraction of the film. |
| `subsurface_color` | color | `[0,0,0,1]` | Tint of the light that entered the surface, scattered beneath it and left again. Black leaves the base untouched. |
| `subsurface_radius` | float | `0.5` | How far the diffuse falloff wraps past the terminator, taken per channel against `subsurface_color`. |
| `fibre_color` | color | `[0,0,0,1]` | Tint of the second of the two highlights a hair or fur strand gives. Black leaves the base untouched. |
| `fibre_specular` | range | `0.35` | Strength of the first strand highlight, in the light's own colour. |
| `fibre_shift` | float | `0.06` | How far apart the two strand highlights sit along the fibre. |
| `fibre_roughness` | range | `0.1` | Width of the first strand highlight. |
| `transmission` | range | `0.0` | Specular transmission — refracts the environment through the surface. |
| `thickness` | float | `0.0` | Volume thickness for Beer–Lambert transmission absorption. |
| `attenuation_color` | color | `[1,1,1,1]` | Transmission absorption tint. |
| `attenuation_distance` | float | large | Beer–Lambert absorption distance. |
| `uv_scale` | float2 | `[1,1]` | UV tiling applied before every texture sample. |
| `uv_offset` | float2 | `[0,0]` | UV offset applied before every texture sample. |
| `alpha_cutoff` | range | `0.0` | Mask threshold — fragments with `alpha <` this are discarded (0 = no cutoff). |
| `double_sided` | bool | `false` | Flip the shading normal on back faces. |
| `receives_fog` | bool | `true` | Whether the screen-space fog passes (height fog, aerial perspective) reach this surface. `false` leaves an opaque deferred draw at the colour it shaded to, however deep in the medium it stands — see below. |
### Emissive authoring
The glow output is `emissive × emissive_intensity` (× the `emissive_texture`). The glow
**colour** is `emissive`, a vec; the **intensity** over it is `emissive_intensity`, a
scalar. So `{ emissive = {0.1, 0.9, 1, 1}, emissive_intensity = 5 }` is a cyan glow at 5×,
and it is these two names that `getProperties()` lists and `setProperty` writes.
A spelling another engine's convention uses for the same role — `emissive_color`,
`emission`, `emissive_tint` — is resolved onto `emissive` when the material is authored,
so content carried in from glTF, Unity or Godot reaches the property under the name this
shader declares. Where two such spellings meet on one of the two names, the shape of each
value says which of them it is: a vec is the colour and a number is the intensity, so
`{ emissive_color = {0.2, 0.8, 1, 1}, emissive = 5 }` is the same cyan glow at 5x. Two
values of one shape are one property's, and the one written under the name the shader
declares applies while the other is named in a warning.
A bare positive scalar `emissive` with no colour beside it is the "turn emission on"
shorthand and means a white glow at that intensity, so `emissive = 20` on a white material
lights up.
### The lobes over the base layer
Beyond metallic-roughness, the shading model carries six layers this material
declares. Each is gated on its own neutral value, so a material that sets none of
them shades as a plain dielectric and each one costs only where it is asked for.
| Layer | Turned on by | What it looks like |
|---|---|---|
| Clearcoat | `clearcoat > 0` | A second dielectric specular lobe on top — car paint, lacquer, a varnished surface. |
| Anisotropy | `anisotropy ~= 0` | The highlight stretches along the tangent — brushed metal, a vinyl record. |
| Sheen | `sheen_color` above black | A retroreflective rim that brightens toward grazing angles — velvet, satin, dusty cloth. |
| Iridescence | `iridescence > 0` | The specular hue shifts with view angle — an oil slick, a soap film, anodised metal, a beetle shell. Thickness picks the colours. |
| Subsurface | `subsurface_color` above black | Light wraps past the terminator and glows through thin geometry lit from behind — skin, wax, marble, a leaf. `thickness` gates how much reaches the far side. |
| Fibre | `fibre_color` above black | The two offset highlights a strand gives instead of the one a surface gives — hair, fur. Taken around the world tangent as the fibre axis. |
All six are evaluated inside the engine's own light loop, once for every light
that reaches the surface, so each one is shadowed, attenuated and cone-masked
with the base layer it sits over.
An oil-slicked wet surface is `iridescence = 1`, an `iridescence_thickness`
around 300-500 nm and a low `roughness` over a dark `base_color`. Skin is a warm
`subsurface_color` with a `subsurface_radius` near 0.5. Velvet is a `sheen_color`
at the fabric's own hue over a dark base.
### Standing outside the fog
`receives_fog = 0` declares that the screen-space fog passes — `heightFog` and
`aerialPerspective` in `@builtin::systems.atmosphere` — leave this surface at the
colour it shaded to.
The declaration travels to those passes as a per-pixel surface flag written into
the alpha of the G-buffer normal (`@builtin::shaderModules.surface_flags`). Only
the deferred G-buffer fragment entry writes that channel, so the declaration
reaches the fog from an **opaque** draw on the **deferred** path. A draw the
renderer sends through the forward fragment entry — every draw on the forward
path, and the transparent phase on either path — writes no G-buffer channel to
carry it, and its pixels take the fog like any other.
## Textures (glTF metallic-roughness set)
| Slot | Default | Channels |
|---|---|---|
| `base_color_texture` | white | RGBA albedo (sRGB). |
| `roughness_metallic_texture` | white | G = roughness, B = metallic (glTF packing). |
| `emissive_texture` | white | RGB emissive (sRGB). |
| `normal_texture` | flat-normal | Tangent-space normal map. |
| `occlusion_texture` | white | R = ambient occlusion. |
Because the engine holds the full `PbrSurface`, the capture tool's debug passes
(albedo / roughness / metallic / AO / emissive / world-normal / shadow / depth /
motion) all read real material data.
# Lit Checkerboard
A static, lit checkerboard surface built on `@builtin::shaders.lit_checkerboard` — the default ground material for newly seeded worlds. It uses a neutral light-grey base colour (`0.85, 0.85, 0.85`) with a grey emissive tint (`0.35, 0.35, 0.35`) so the pattern stays readable in dim scenes, high roughness (`0.7`), no metallic, opaque, and instanced.
## Inputs
- `colors.base_color` (`0.85, 0.85, 0.85, 1.0`) — neutral grey checker palette.
- `colors.dark_color` (`0.35, 0.35, 0.35, 1.0`) — the dark square colour, close enough to the base that the pattern stays readable in low light.
- `floats.roughness` (`0.7`) — mostly diffuse surface.
- `render.instancing` (`true`) — supports instanced draws.
# Decal Default
The default material a `DecalProjector` stamps when none is assigned. A flat cyan
tint (`0.05, 0.95, 1.0`) on `@builtin::shaders.pbr`. Assign a material with a
`base_color_texture` to project a texture; the projector samples the material's
base colour at the box-local XY of every surface inside its projection box.
# hair.shader
A hair or fur strand.
Its specular is a pair of offset bands rather than one spot: a fibre reflects
into a cone around its own axis, so the highlights are taken around the world
tangent — which on strand geometry runs root to tip. `fibre_color` tints the
second, broader band and is what switches both on; `fibre_shift` sets how far
apart they sit and `fibre_roughness` how narrow the first one is.
Colour comes from `base_color` times the per-vertex colour, so a groom carries
its own root-to-tip gradient under one material. `transmission_color` and
`transmission` are the light that carries through a strand — the glow along a
backlit edge.
Both faces of a ribbon stand for the same round fibre, so back faces are lit
like front ones.
# `bloom` post-process shader
The light a bright surface spills into the pixels around it. A half-resolution
`bright` pass extracts what stands above `threshold`, a pyramid of `downsample`
passes carries it down to 1/64 of the view, and a chain of `upsample` passes
carries it back up, blending each octave into the one above it. `composite`
adds the result to the scene. `tools.use("pp", "add", "glow", "bloom")`
registers it — the shader declares `space: light`, so the effect takes the
scene layer: the rendered picture before the UI is drawn, over the scene's own
light in a float target, which is where a bloom belongs.
## Passes
| Pass | Scale | What it does |
|---|---|---|
| `bright` | 0.5 | Extracts what stands above `threshold` from a 2x2 block of the scene, soft-kneed by `softKnee`. |
| `down1`…`down5` | 0.25 … 0.015625 | Each halves the previous octave's resolution with a 13-tap filter; `down1` also Karis-averages its five taps to keep a single bright texel from dominating. |
| `up4`…`up0` | 0.03125 … 0.5 | Each carries the smaller octave up with a 3x3 tent and blends it into the next one by `scatter`. |
| `composite` | (view size) | Adds the bloomed image to the scene, scaled by `intensity`. |
## Properties
| Property | Default | Range | Meaning |
|---|---|---|---|
| `threshold` | 1.0 | 0–16 | The brightness the `bright` pass extracts above. |
| `softKnee` | 0.5 | 0–1 | How wide the roll-in is around `threshold`, so a surface crossing it brightens rather than pops. |
| `intensity` | 0.6 | 0–4 | How much of the bloomed image the `composite` pass adds back to the scene. |
| `scatter` | 0.7 | 0–1 | How much of each octave an `upsample` pass blends into the one above it, and so how far the halo carries. |
| `levels` | 6 | 1–8 | How many octaves of the pyramid draw. |
| `clampMax` | 16 | 0–64 | The per-texel cap the `bright` pass applies before extracting, so one blazing pixel cannot blow out its octave. |
`levels` and the 8-texel floor an octave's short side must clear are both read
per pass, not baked into the pass list: an octave past either one returns the
larger image it was handed unchanged, so a slider drag on `levels` changes what
the twelve passes DO and never how many there are.
Eleven scratch targets in the scene format, the largest at half the view —
about 11 MB at 1080p.
# Sky Equirectangular
An equirectangular panorama sky/environment background built on `@builtin::shaders.equirect_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), with adjustable rotation and exposure. Assign an equirectangular image to `sky_texture` (via `material.setTexture` or a Skybox) to display a panorama.
## Inputs
- `textures.sky_texture` — the equirectangular panorama image to sample. Falls
back to black, so a sky with nothing assigned reads as night rather than as an
error. Assign a `.texture` by guid, identity, name, or path:
```luau
renderer.material.setTexture("@builtin::materials.sky_equirect",
"sky_texture", "my_panorama.texture")
```
An image dropped into `/zero/source` imports into a sibling
`<stem>.texture` container and the loose file is removed, so reference the
container (or its identity) rather than the original image path.
- `floats.rotation` (`0.0`) — yaw rotation of the panorama around the vertical axis.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
# PBR Parallax Occlusion
Surface shader that extends the engine's Cook-Torrance PBR pipeline with
Parallax Occlusion Mapping. Per fragment it ray-marches a height texture
in tangent space, discards pixels whose intersection escapes the [0,1]
UV tile, softly fades a horizon margin so the discard isn't a hard step,
and runs a second short ray-march toward the directional light for
self-shadowing. The rest of the fragment shader is the standard PBR you get from
`@builtin::shaders.standard` — directional + point lights + cascade
shadow map + procedural-sky IBL approximation — so a material using
this shader still receives full scene lighting.
## Domain
`surface` — bind to a `.material`.
## Files
- `shader.wgsl` — vertex + fragment shader. Naga-validated.
- `README.md` — this file.
## Texture slots
Standard PBR slots plus a sixth `height_texture`:
| `@group(1)` binding | Slot name | Notes |
|---|---|---|
| 1/2 | `base_color_texture` | albedo |
| 3/4 | `normal_texture` | tangent-space normals |
| 5/6 | `roughness_metallic_texture` | G = roughness, B = metallic (glTF) |
| 7/8 | `emissive_texture` | optional emissive |
| 9/10 | `occlusion_texture` | optional AO |
| 11/12 | `height_texture` | R = depth into surface (0 = at face, 1 = deep) |
The engine reflects @group(1) bindings via naga and builds the
bind-group layout per shader, so adding the sixth slot needs no Rust
changes.
## Parameters
The standard `StandardMaterial` uniform fields apply unchanged; the two
fields that drive POM are:
- `parallax_depth_scale: f32` — max UV offset, in UV-space units.
Useful range ~0.05–0.15. **POM is gated on this being > 0** — set
it to 0 and the shader degrades to plain textured PBR. It is also
the width of the band the tile clip trims inward from the border of
the [0,1] tile, since the march never offsets the UV further.
- `max_parallax_layer_count: f32` — ray-march iteration cap. 16 reads
as stair-stepped at oblique angles; 48–64 is the smooth-quality
band; 128 is the cost ceiling.
## Notes
- Heightmap convention: **black = at surface, white = deep**. If you
bring in a heightmap authored the other way (white = high), invert
it in your import step or you'll get inside-out parallax.
- The vertex shader is the engine-standard one; the parallax effect is
entirely in the fragment shader and uses no extra vertex attributes.
- The march runs in the forward `fragment` entry point, so a material
using this shader under a deferred camera renders as plain textured
PBR.
- For curved meshes, tangent-space POM produces mild distortion at
high curvature. For roughly-planar surfaces (walls, floors, signs)
it looks correct.
# ps1
A full PS1-style retro shader and a worked example of a **self-shading
`fragment()` shader** — one that returns the final pixel itself instead of
describing a PBR surface. It emulates the three signature traits of original
PlayStation hardware, each mapped onto a generic engine capability:
1. **Vertex snapping** (`vertex_clip`) — the integer-grid vertex wobble, snapping
NDC xy to a low-res grid set by `snap_resolution` (low = chunkier).
2. **Per-vertex (Gouraud) lighting** (`vertex_clip` writes `ClipVertex.color`) —
the PS1 lit at vertices and the rasterizer interpolated the colour; there was
no per-pixel lighting. The shader computes Lambert sun + ambient from the
world normal at each vertex and writes it into the vertex colour, which the
engine forwards into the interpolated `vertex_color` the fragment reads. Flat,
gradient-banded shading — never a per-pixel highlight.
3. **Affine texture mapping** (`FragmentData.affine_uv`) — the PS1 had no
perspective-correct UV interpolation, so textures "swim" / warp across
triangles. We sample with the engine's non-perspective-correct `affine_uv`
channel instead of `uv`, reproducing the warp exactly.
On top of those: the texture is quantized to a `tex_resolution`×`tex_resolution`
texel grid (the PS1 256×256 texture page) and the final colour is run through a
4×4 Bayer ordered dither + colour-level quantization (the PS1 banded look). No
shadow-map sampling — the PS1 had none.
## Properties
| Property | Type | Default | Meaning |
|---|---|---|---|
| `base_color` | color | `[1,1,1,1]` | Tint multiplied into the texture. |
| `snap_resolution` | float | `160` | Vertex-snap grid resolution (lower = chunkier wobble). |
| `tex_resolution` | float | `256` | Texture sampled at `tex_resolution`×`tex_resolution` texels (PS1 256×256 page). |
| `dither_amount` | float | `0.06` | Strength of the Bayer dither applied before quantization. |
| `color_levels` | float | `16` | Number of quantization levels per channel (lower = more banding). |
| `base_color_texture` | texture (white) | — | Albedo texture, sampled affinely in `fragment()`. |
## Framework capabilities this exercises
- **`ClipVertex` is a post-transform vertex-shading hook**: it carries world-space
geometry (`world_normal`, `world_position`) and the sun/ambient light context,
and writing its `color` field performs per-vertex (Gouraud) shading — the engine
forwards it to the interpolated `vertex_color`. Leave `color` untouched and the
mesh's per-vertex colour passes through.
- **`FragmentData.affine_uv`** is the primary UV interpolated *without* perspective
correction — always available alongside the perspective-correct `uv`. Sample with
it for the PS1 swim; sample with `uv` for normal mapping.
# error_marker
The material of the ERROR sign a Model or SkinnedModel shows in place of a mesh
that failed to resolve, to become GPU-resident, or to pose. It draws the
`error_marker` shader's magenta checker.
# Brushed Metal
A brushed metallic surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a neutral grey base colour (`0.6, 0.6, 0.6`) and moderate roughness (`0.3`) that softens reflections into the muted sheen of brushed steel or aluminium. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled.
## Inputs
- `colors.base_color` (`0.6, 0.6, 0.6, 1.0`) — neutral metal grey.
- `floats.metallic` (`1.0`) — fully metallic.
- `floats.roughness` (`0.3`) — softened, brushed reflections.
- `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
# postReference_emitter
A flat emitter answering with 16 times the display's white: the source a bloom reading is taken around.
Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
# Sky Solid
A flat solid-colour background built on `@builtin::shaders.solid_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), filling the sky with a single dark-grey colour (`0.2, 0.2, 0.2`) at unit exposure.
## Inputs
- `colors.solid_color` (`0.2, 0.2, 0.2`) — the flat fill colour of the background.
- `floats.exposure` (`1.0`) — brightness multiplier applied to the fill colour.
# Grass
A soft green ground surface built on `@builtin::shaders.grass_material`, with a natural green base colour (`0.22, 0.62, 0.16`), high roughness (`0.75`) for a diffuse, non-shiny look, and no metallic or emissive contribution. It inherits the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its pipeline matches the library variant compiled at startup. It leaves the shader's `sway` at its default of `0`, so it shades whatever geometry it is applied to and leaves every vertex where the mesh puts it; `@builtin::materials.grass_blades` is the same green on a blade mesh that bends.
## Inputs
- `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint.
- `floats.roughness` (`0.75`) — matte, diffuse surface.
- `floats.metallic` (`0.0`) / `floats.emissive` (`0.0`) — non-metallic, non-glowing.
# debugBillboard
Camera-facing billboard shader for the debug overlay's icon sprites. Each
instance renders a procedural glyph (camera, light, audio, reflection
probe, player) selected by glyph id — drawn analytically in the fragment shader,
so icons stay crisp at any zoom with no texture atlas. Consumed by the
debugViz icon system.
# Cubemap Env
A chrome-ball environment surface that samples a cubemap for mirror-like reflections, built on `@builtin::shaders.cubemap_unlit`. `reflect_mode` (`1.0`) selects the reflection path, and the `Ryfjallet_cubemap` builtin texture supplies the environment. Opaque, with a white base colour (`1.0, 1.0, 1.0`) so the cubemap colours pass through untinted.
## Inputs
- `textures.base_color_texture` (`@builtin/textures/Ryfjallet_cubemap`) — the environment cubemap that is reflected.
- `floats.reflect_mode` (`1.0`) — selects the reflection sampling mode.
- `colors.base_color` — white tint that leaves the reflected colours unchanged.
# Solid Line
A flat, opaque line surface with a bright green base colour (`0.0, 1.0, 0.5`) for drawing gizmos, paths, and debug geometry. Opaque, back-face culled, instanced, and rendered in the opaque queue (`2000`). Built on `@builtin::shaders.line_material`.
## Inputs
- `colors.base_color` (`0.0, 1.0, 0.5`) — the line colour.
- `floats.roughness` (`0.5`) — surface roughness.
- `floats.emissive` (`0.0`) — no self-illumination.
- `render.instancing` (`true`) — many lines draw in a single instanced batch.
# Unlit
The minimal **unlit** surface shader: it emits `base_color * base_color_texture
+ emissive` with **no lighting**. Use it for UI-in-world, flat-shaded props,
emissive signage, debug geometry — anything that should display its own colour
regardless of scene lights.
It is the deliberate counterpart to [`pbr`](../pbr.shader/README.md): where PBR
carries the full StandardMaterial parameter set (roughness, metallic, normal,
clearcoat, transmission, …), `unlit` declares **only** what an unlit surface
uses. Authored as a self-shading `fragment()` shader, so it owns the final pixel
and works in both the forward and deferred paths via the engine-generated entry
points.
## Properties
| Property | Type | Default | Meaning |
|---|---|---|---|
| `base_color` | color | `1,1,1,1` | Flat colour, multiplied by `base_color_texture`. |
| `emissive` | color | `0,0,0,1` | Added on top (multiplied by `emissive_texture`). |
| `alpha_cutoff` | range | `0` | `>0` enables masked transparency (discard below the cutoff). |
| `uv_scale` | float2 | `1,1` | UV tiling, applied as `uv * uv_scale + uv_offset`. |
| `uv_offset` | float2 | `0,0` | UV translation. |
| `base_color_texture` | texture | white | Albedo texture. |
| `emissive_texture` | texture | white | Emissive mask/texture. |
Entity tint (the per-instance `Model`/`SkinnedModel` tint) is applied by the
engine after `fragment()` returns, so this shader does not handle it.
# Glass
Clear glass — a smooth, transparent PBR surface with a faint blue tint
(`0.9, 0.95, 1.0`) and low alpha (`0.3`). Rendered in the transparent queue
with backface culling off (`cull: none`) so both faces of thin geometry show.
Built on `@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — tint and opacity (the alpha channel drives how much
shows through).
- `floats.roughness` (`0.0`) — perfectly smooth; raise for frosted glass.
# sheen_film.shader
A metallic-roughness surface carrying two lobes the standard material does not:
a sheen lobe for fabric, and thin-film iridescence.
`sheen` scales the lobe, `sheen_color` tints it and `sheen_roughness` sets its
width — a low roughness gives satin's tight rim, a high one velvet's broad glow.
`iridescence` blends toward the thin-film response, `iridescence_thickness` (in
nanometres) sets which wavelengths interfere and so which hues appear, and
`iridescence_ior` sets how strongly the film refracts.
Both are off at their defaults, and both are evaluated by the engine's light
loop, so they are shadowed and lit like any other surface.
# loading_bar (screen shader)
The world loading-screen progress-bar fill. A horizontal ember→deep orange
gradient with a soft highlight that sweeps across it and a faint vertical gloss,
so the bar reads as actively working rather than a flat block. Animated entirely
by `engine.time`. Drawn as the `backgroundShader` fill of the progress element,
whose width is the load fraction.
# pbrReflective
`pbr`, plus a reflection the surface traces for itself against the scene already
drawn. Every property means exactly what it means on `pbr`; `screen_reflection`
scales how much of the traced reflection reaches the pixel.
Reach for this on a surface a reflection PASS cannot serve: anything in the
transparent queue — glass, a canopy, a wet sheet, a puddle. A pass traces the
surface the depth buffer holds, so it has no pixel to trace for a sheet of glass
and no normal to trace with. This fragment has both.
## Why it is a separate shader
Whether a shader reads the scene-colour binding is decided from its compiled
module, and the surface framework injects `zero::pbr` into every surface shader
in the engine. A trace reachable from there would make every material in every
scene a scene-colour reader, and the renderer would take the scene-colour copy
and route through the sampleable intermediate for every world, reflective or
not. Held in this shader, that cost lands on the scenes that asked for it.
An opaque surface does not need this: the reflections render feature traces
those in one pass, under its own settings, which is cheaper than a march per
fragment.
# Default
The neutral fallback surface — a plain white, non-metallic PBR material with
mid roughness (`0.5`), sampling the built-in white texture. This is what an
object renders as when no material is assigned. Built on
`@builtin::shaders.pbr`.
## Inputs
- `colors.base_color` — the flat tint (white by default).
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — a neutral matte
dielectric.
- `textures.base_color_texture` — the built-in `default:white` texture.
# Triplanar Checker
A checkerboard surface projected triplanarly, so the pattern stays uniform across arbitrary geometry with no UVs and no stretching. Neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic, with a projection sharpness of `4.0` controlling how tightly the three axis projections blend at edges. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.triplanar`, sampling `@builtin/textures/array_texture`.
## Inputs
- `floats.triplanar_sharpness` (`4.0`) — blend tightness between the X/Y/Z projections.
- `colors.base_color` (`1.0, 1.0, 1.0`) — tint over the projected texture.
- `textures.base_color_texture` — the projected checker source (`@builtin/textures/array_texture`).
- `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default.
# SkinnedModel
Component that drives skinned model playback and animation graph integration.
Like `Model`, it carries the `material` field (`AssetRef<material>`) — material lives on the model that renders it, not as a standalone component. Set it at add time or assign `entity(id).component.get("SkinnedModel").material = "..."` later; `:setMaterialProperty` / `:getMaterialProperty` / `:getMaterialPropertyNames` operate on the assigned material (registry-wide).
## Blend model
`skinning` chooses how the pass combines a vertex's joint influences.
- `"linear"` (default) averages the joint matrices themselves. The average of
two rotations is not a rotation, so a strongly twisted joint loses volume
toward its axis — at a 180° twist a limb collapses onto the axis entirely.
- `"dualQuaternion"` averages the joints' rigid motions as unit dual
quaternions and renormalises, so the blend is a rotation at every weight and
the cross-section is carried through the twist. Non-uniform joint scale rides
along as a separately blended stretch. It costs a quaternion extraction per
influence, so it is worth setting on characters whose wrists, shoulders or
spine twist far, and leaving off elsewhere.
```lua
entity.find("hero").component.get("SkinnedModel").skinning = "dualQuaternion"
```
A rig at rest renders identically under either model.
## Render self-check
A few frames after its mesh attaches, a SkinnedModel checks that the mesh
names something the engine can draw (on the GPU, or held off the device until
this display puts it back) and that the pose it is drawn in has not collapsed it: the
posed vertices the skinning pass wrote are measured against the mesh's own
bind-pose extent, so a 1 cm part of a prop is judged by its own size. A mesh
that fails is swapped for the builtin ERROR marker, drawn un-skinned with the
error material, and the reason is logged. Setting `model` again takes the
marker down and checks the new mesh.
`renderCheck()` answers the verdict: `{ state = "pending" | "passed" |
"failed" | "skipped", reason }`.
```lua
local v = entity.find("prop_part").component.get("SkinnedModel"):renderCheck()
if v.state == "failed" then print(v.reason) end
```
# deprecatedParticles (deprecated)
> **Deprecated.** This belongs to the earlier particle substrate. It stays loadable by identity and guid for content that already uses it; nothing new should use it, and search does not offer it. Particles are procgen sim nodes (`sim.spawn`, `sim.particles`, `sim.shader`) played through an effect: use `@builtin::assetTypes.effect`.
The package holds the GPU particle engine module (`engine`), the `deprecatedParticles` module over it, the `DeprecatedParticleEmitter` and `DeprecatedSimpleParticleEmitter` components, the shaders, compute shaders and materials they draw with, and a demo scene. The package's `.metadata` carries the deprecation marker, so every asset inside is deprecated.
# Plastic Red
A glossy red plastic — a non-metallic PBR surface with a saturated red base colour (`0.8, 0.1, 0.1`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`.
## Inputs
- `colors.base_color` (`0.8, 0.1, 0.1`) — the red plastic tint.
- `floats.roughness` (`0.5`) — soft, semi-glossy highlight.
- `floats.metallic` (`0.0`) — dielectric (non-metal) response.
- `floats.emissive` (`0.0`) — no self-illumination.
# Cel Shaded
A stylised, toon-shaded opaque surface built on `@builtin::shaders.extended_material`, with a warm red-orange base colour (`0.9, 0.3, 0.2`). The sun's light is cut into flat bands that multiply the base colour, so every band renders the hue of `base_color` and only its brightness steps; ambient light lifts the side facing away from the sun in the same hue. High roughness (`0.8`) keeps the surface matte: its specular term stays below the first band, so each lit band is one flat colour.
## Inputs
- `colors.base_color`: the surface colour every band renders in, multiplied by `base_color_texture`.
- `floats.roughness` (`0.8`): the size and strength of the specular highlight, which is banded with the rest of the sun's light; 0 is a small bright highlight. At four bands, a roughness of 0.5 or more keeps the highlight below the first band, so none shows.
- `floats.quantize_steps` (`4`): the number of bands the sun's light is cut into; 0 shades smoothly.
- `textures.base_color_texture`: an optional surface texture, drawn multiplied by `base_color`. Unset, it is white, and the surface renders `base_color` alone.
# viz
Tool visualization system — animated visual feedback when agents make changes to the scene.
## Usage
```lua
local viz = require("@builtin/modules/viz")
```
Common effects:
- `viz.popIn(entityId, duration?, color?)` — scale 0→1 with outline pulse
- `viz.flashOutline(entityId, duration?, color?)` / `viz.flashTint(entityId, duration?, color?)`
- `viz.shrinkOut(entityId, duration?)` — scale 1→0 with red tint
- `viz.lightRadius(entityId, radius, duration?, color?)`
- `viz.label(entityId, text, duration?)`