asc_dustmix
The post-process pass that puts ASCENSION's sandstorm on the frame.
asc_dustmix
The post-process pass that puts ASCENSION's sandstorm on the frame.
preseed.asc.asc_dust (the compute shader) marches the medium into a
half-resolution target and binds it here as dust_rt every frame; this pass
blends it over the scene at priority 6 — after the fire tornado's emissive
composite at 5, which is the whole reason the column looks like it is inside the
storm instead of in front of it. The dust's extinction and its inscatter are
applied over the fire, not under it.
dust_rt arrives premultiplied — rgb is the integrated inscatter already
weighted by the transmittance in front of it, alpha is 1 - transmittance — so
the blend is a straight over and there is no second colour decision in this
file. Every colour the medium carries is authored and solved in asc_dust.
Its default is transparent, so a frame in which the march has not dispatched
is the frame without the storm. Note that an UNRESOLVED texture property is not
the default: it reads as white, and a pass left bound to one blows the frame
out. The module rebinds every frame rather than caching, for exactly that
reason.
Scoped to this part · feeds back into the world's score.