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asset⌬ materialmaterialprimary: mat.yaml·originates fromworld 0fc7535e-6…

blast_ground

Ground material for the `fx_blast` scene. The scene's `ground` entity (a built-in cube scaled 70 x 0.2 x 70 at (-50, -0.1, 140)) wears it through its Model component. mat.yaml describes it as "Scorched packed dirt for the blast site."

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

blast_ground

Ground material for the fx_blast scene. The scene's ground entity (a built-in cube scaled 70 x 0.2 x 70 at (-50, -0.1, 140)) wears it through its Model component. mat.yaml describes it as "Scorched packed dirt for the blast site."

Shader: blast_ground (blast/shaders/blast_ground.shader). Its header describes scorched, packed ground: dark cool dirt with pebbles and dry cracks, computed in world space, with an old scorch stain around the blast site. It is an engine-lit surface() shader: albedo comes from layered noise with darkened cracks, perceptual roughness is 0.92, and occlusion varies between 0.85 and 1.0 with the noise.

Render state (the render block of mat.yaml): queue: 2000, type: opaque (opaque blend), cull: back, instancing: true.

Properties

  • center_x: 0.4 and center_z: 8.0: world x and z of the scorch centre; the shader measures each fragment's xz distance from this point. They are the same numbers as the CX (fire centre x on the wall face) and WZ (the z the wall runs along) constants in blast/wall_blast.procGraph.
  • scorch_radius: 9.0: radius of the stain. The darkening ramps in from this distance to 15% of it, with noise added to the distance so the edge is ragged, and at full strength moves the colour 80% of the way to (0.018, 0.016, 0.015).

Interface

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionScorched packed-dirt ground material for the fx_blast scene, on the blast_ground shader with a scorch stain centred at x 0.4, z 8.

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# blast_ground World-space scorched dirt PBR shader with an old scorch stain at the blast site. Its `surface()` function samples `fx_noise` on the world XZ plane: a broad fBm mixes two dark, cool dirt colours, a mid-scale fBm varies brightness and occlusion, a fine gradient noise adds grain, and a fourth fBm draws dry cracks wherever it crosses zero. Inside `scorch_radius` of the blast centre the dirt blends toward near-black soot (up to 80 percent), with the stain's edge pushed in and out by the mid-scale noise. Roughness is fixed at 0.92 and occlusion runs from 0.85 to 1.0. The `blast_ground` material (`blast/materials/blast_ground.material`) uses it with the centre at x 0.4, z 8.0 and a radius of 9, the point the `wall_blast` graph detonates at. The ground plane of the `fx_blast` scene draws with that material. The shader includes `fx_noise` with `#include "fx_noise"`. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `center_x` | float | 0.4 | World X of the scorch centre (range -1000 to 1000). | | `center_z` | float | 8.0 | World Z of the scorch centre (range -1000 to 1000). | | `scorch_radius` | float | 9.0 | Distance from the centre where the stain fades to nothing; the stain is at full strength inside 0.15 of this distance (range 0.1 to 200). |
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backing path · blast/materials/blast_ground.material

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