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."
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: 0.4andcenter_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 theCX(fire centre x on the wall face) andWZ(the z the wall runs along) constants inblast/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).
Scoped to this part · feeds back into the world's score.