op_pad
Material for the outpost under the energy-shield dome in the `fx_shield` scene (the `Outpost` entity at (110, 0, 150), the dome's centre). One entity wears it: `pad`, the landing pad cylinder (5.55 m across, 0.06 m thick) under `Outpost`.
op_pad
Material for the outpost under the energy-shield dome in the fx_shield scene (the Outpost entity
at (110, 0, 150), the dome's centre). One entity wears it: pad, the landing pad cylinder (5.55 m
across, 0.06 m thick) under Outpost.
Shader: the built-in pbr shader (@builtin::shaders.pbr), the engine's standard physically based
material: the glTF metallic-roughness workflow lit by the shared pbr_shading model. Its glow
output is emissive times emissive_intensity (default 1.0) times the emissive texture (default
white).
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
base_color: { r: 0.10, g: 0.11, b: 0.13, a: 1.0 }: albedo, a dark grey.emissive: { r: 0, g: 0, b: 0, a: 1.0 }: black, so it emits nothing.roughness: 0.55: perceptual roughness.metallic: 0.6: partly metallic.
Scoped to this part · feeds back into the world's score.