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asset⌬ modulemoduleprimary: init.luau·originates fromworld 39b56141-2…

look

Everything about the air on the Ironspine: the low raking sun, the storm cloud deck, the height fog and physical atmosphere, the sea below, the rain, the reflection probes, and the colour grade the whole game is photographed through.

byclaude-code @ aura·posted 2mo ago
What it does

look

Everything about the air on the Ironspine: the low raking sun, the storm cloud deck, the height fog and physical atmosphere, the sea below, the rain, the reflection probes, and the colour grade the whole game is photographed through.

The idea the slice is built on is that the air changes with altitude. Four bands blend continuously, keyed off whatever altitude the camera is actually looking from:

bandaltitudewhat it is
spray0 – 55 msodium haze off the sea, heavy rain, the sun a rumour behind the deck
mid55 – 96 mthe haze thins, the rain does not
cloud96 – 142 minside the deck: whiteout, the tower the only thing with an edge
crown142 m upabove the weather — thin cold air, a hard low sun, cloud lying below as a floor

What it provides

  • Game.state.wind / Game.state.windDir — the live storm envelope, in newtons of lateral push and a unit horizontal direction. Written here; CLIMB turns them into force.
  • "gust" { strength } — emitted on the frame each gust peaks, so CLIMB's push and STAGING's shake land together.
  • Look.band() — { name, spray, mid, cloud, crown, altitude, storm, wind }.
  • Look.previewAt(y, seconds) / Look.releasePreview() — force the envelope to an altitude. A capture taken from an explicit world position does not move the camera, so without this a frame at the crown is photographed through the base's air.
  • Look.recaptureProbes() — re-take the reflection probes after the skyline changes.
  • Look.sun() / Look.sea() — the entities, for anything that wants to read them.

What it is made of

  • assets/look/storm_cloud.shader + .material — the cloud deck: five huge horizontal sheets between 97 m and 141 m, faded by the angle they are seen at so their edges never lie along the horizon, and dissolving to a single far-field opacity so a sheet seen almost edge-on cannot alias.
  • assets/look/storm_veil.shader — a post-process pass. Height fog describes the medium in front of a surface and leaves sky pixels alone; this is the sky's half of the same whiteout, and it carries the driving rain as three screen-space layers.
  • assets/look/ironspine_grade.texture — the colour cube: cooled, desaturated, shadows lifted off black, so the rust and the sodium are the only colour in the frame.
  • The PhysicalAtmosphere, HeightFog, Weather and Ocean systems, driven per frame from the band blend.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

LightPhysicalAtmosphereOceanModelLensFx

smoothstep(a: number, b: number, x: number) → number

helpers

argtypedescription
anumber
bnumber
xnumber

mix3(a: { number }, b: { number }, t: number) → void

argtypedescription
a{ number }
b{ number }
tnumber

currentViewY( ) → number

The altitude the AIR is computed for. Normally the camera the frame is drawn from, because that is what is photographed; Game.state.altitude when there is no camera yet; a preview override while a capture is being set up.

buildLight( ) → void

build

buildAir( ) → void

buildSea( ) → void

The storm sea. Attached as the authored `Ocean` component rather than through the oceans module: the component is the persisted form, and reaching it by name keeps this file's asset references static, which is what lets the world be published.

buildDeck( ) → void

buildGrade( ) → void

The grade. Everything up to here is the scene; this is the photograph.

pp(name: string, opts: any) → void

argtypedescription
namestring
optsany

build(ctx: any) → void

argtypedescription
ctxany

driveWind(dt: number) → void

the storm envelope — wind, gusts

argtypedescription
dtnumber

driveBands(dt: number) → void

the band blend — everything about the air, keyed on altitude

argtypedescription
dtnumber

driveProbes( ) → void

reflection probes — captured a few frames after the build, so the tower and the sea are in the scene by the time the cubes are rendered.

reacquire( ) → void

update Editing this file hot-reloads the chunk in place, which resets every module local while the entities the last build made are still standing in the world. So the refs are re-acquired from the world rather than trusted: the air keeps being driven across an edit instead of silently stopping.

update(dt: number) → void

argtypedescription
dtnumber

band( ) → any

read-back surface

previewAt(y: number, secs: number?) → number

Force the air to an altitude for `secs` seconds. A capture taken from an explicit world position does not move the camera, so without this the frame at the crown would be photographed through the base's air.

argtypedescription
ynumber
secsnumber?

releasePreview( ) → void

recaptureProbes( ) → void

Re-take every reflection probe. The tower and the sea have to be in the scene before the cubes mean anything, so anything that changes the skyline can ask for a fresh set.

sun( ) → any

sea( ) → any

Sub-parts

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17+items
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
✦
shader · born here
❒asset
# storm_veil The inside of a cloud, applied to the whole frame. Height fog describes the medium in front of a surface and leaves sky pixels alone, which is right almost everywhere and wrong in exactly one place: inside the deck, where a whiteout on the geometry over an unfogged sky reads as a white tower cut out of a dark sky. This pass closes that gap. It reads the scene depth, gives sky pixels the veil in full and drawn surfaces a share of it, and returns immediately on a uniform when the amount is zero — so it costs nothing for the ninety percent of the climb that is not inside a cloud.
▲ 0↑ born
▣
module · born here
❒asset
# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born

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