op_cyan
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). Six entities wear it: three parts of the `proj_` column at the outpost's centre (the sphere `proj_core`, the upper torus `proj_ring1` and the…
op_cyan
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). Six entities wear it: three parts of the proj_ column at the
outpost's centre (the sphere proj_core, the upper torus proj_ring1 and the thin cylinder
proj_glow_band) and the door of each of the three habitats (hab_door).
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: 0.02, g: 0.1, b: 0.15, a: 1.0 }: albedo, a dark blue-green.emissive: { r: 0.1, g: 0.9, b: 1.4, a: 1.0 }: cyan glow colour.roughness: 0.3: perceptual roughness.metallic: 0.0: dielectric.
Scoped to this part · feeds back into the world's score.