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asset⌬ renderfeaturerenderFeatureprimary: init.luau·part ofpackage volumetrics.package·originates fromworld 07158574-5…

volumetricSky.renderFeature

The cloud layer's render passes.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 9d ago
What it does

volumetricSky

The cloud layer's render passes.

The layer is raymarched for the camera being drawn, copied into the target the composite reads, temporally accumulated where there is a previous frame of that view to accumulate against, and laid over the frame behind whatever the depth buffer holds.

Every pass but the accumulation runs for each view the frame draws, an environment cube's six faces included — which is what puts the clouds into reflections. The accumulation blends against the previous frame of the same view, and a cube face is rendered once with no previous frame, so it declares environmentCapture = false and the copy before it is what those faces read.

VolumetricSky creates this feature; it is not meant to be created by hand.

Interface

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

conforms to

zero/source-extract/v2

The volumetric cloud layer, as passes the frame runs for every view it draws. The layer used to be dispatched once a frame for the camera a script named, and composited by a post-process effect. That renders the clouds ONE view saw: a reflection probe's six faces, which are where every surface in the world reads its surroundings, got no clouds at all — so nothing in a scene ever reflected the sky it stood under. As render-feature passes they are the scene's, not one camera's. The renderer replays them for each view it draws with `@frame.camera` bound to that view, and the environment capture draws them along with everything else a feature puts in the world. `VolumetricSky` owns the layer's parameters and the noise field; this owns when the passes run. The component creates this feature and tears it down.

render(ctx: ?) → void

argtypedescription
ctx?

teardown( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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module · born here
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# volumetricSky Orchestration backend for the `VolumetricSky.component`. Owns the GPU resources the cloud layer needs (cloud volume, raymarch render target, ping-pong TAA history pair, post-process composite) and exposes a small public surface the component drives every frame. ## Exports - `M.spawn(opts?) -> id` — spawn the singleton sky entity, or configure the one already standing, and return its id. Every weather parameter (`coverage`, `sunDir`, `sunColor`, `sunIntensity`, `windSpeed`, …) is settable at the top level or inside a `preset` sub-table; every `VolumetricSky` component field (`shaderVariant`, `cloudSize`, `taaBlendAlpha`, …) by its own name; `name` names the entity. Parameters left out keep their current values. An option that names neither raises, listing both sets, and leaves no entity behind. A weather parameter takes the shape its default carries — a number, or an array of that many numbers — and a value of another shape raises naming the parameter. - `M.configure(opts) -> boolean` — apply those same weather parameters and component fields to the sky already standing. Returns `false` when none has been spawned. - `M.defaultPreset() -> table` — a fresh copy of the weather configuration a sky spawned with no options carries. The copy is the caller's to edit. - `M.destroy() -> ()` — release every resource `spawn` created. - `M.fillClouds(noiseParams) -> ()` — dispatch the active `cloud_noise_*` shader against the cloud volume. `noiseParams` is the flat table produced by `VolumetricSky.component`'s `snapshotNoiseParams()`. - `M.dispatchRaymarch(renderParams, viewport) -> ()` — dispatch the active `cloud_raymarch_*` shader, blend with history via the TAA pass, and write into the composite target. `renderParams` is the flat table from `snapshotRenderParams()`. - `M.find() -> id?` — return the id of the active VolumetricSky entity, or `nil` if none has been spawned by `M.spawn`. - `M.despawn() -> ()` — despawn the entity `M.spawn` minted (does NOT free GPU resources — call `M.destroy()` for that). - `M.setCoverage(c) / M.setDensity(g) / M.setSun(dir, color, intensity?) / M.setWind(v)` — convenience setters that route through the active component's `public` fields. - `M.reprojectionDepthNdc(camPos, fwd, aabbMin, aabbMax, near, far) -> number` — the NDC z the TAA pass carries history through, taken from where the cloud stands along the centre view ray. A point at range `d` travels `translation / d` across the screen, so this is what keeps a translating camera's history landing on the part of the picture the cloud moved to. ## Usage ```luau -- The component drives this module automatically. Direct M.* use is -- rare; the canonical entry point is attaching VolumetricSky to an -- entity (or loading a preset and passing it to component.add): local sky = entity.spawn("sky") sky.component.add("VolumetricSky", {}) -- Driving the layer by hand instead, a frame at a time. Each dispatch -- creates the resources it needs at the size its own arguments name — -- the cloud volume from `noiseParams.cloudSize / cloudHeight`, the -- render target and composite from the viewport: local Sky = require("@builtin::systems.volumetrics.volumetricSky") Sky.fillClouds(noiseParams) Sky.dispatchRaymarch(renderParams, { width = 1280, height = 720 }) ``` ## Notes - `shaderVariant` selects which compute shader pair (`cloud_noise_v3 + cloud_raymarch_v3` / `cloud_noise + cloud_raymarch_v4` / `cloud_noise_v5 + cloud_raymarch_v5`). The module resolves the variant strings to absolute identities — relative paths don't work from a module body (the chunkname retains an `.init` segment that throws off the rsplit-to-parent step in `resolve_relative_dot`). - The cloud volume + history pair are RGBA16F — 256×128×256 ≈ 32 MiB VRAM. Drop to 192/96 via `cloudSize` / `cloudHeight` if tight. - The TAA pass is a single compute dispatch blending current sample with the previous frame's RT through the history pair. Set `taaBlendAlpha = 1.0` to disable while still going through the same code path (useful for benchmarking). - All public setters write through to `VolumetricSky.component`'s `public` fields, which means they replicate as Sync if the component is sync-enabled. Tweaks survive scene reloads as long as the same entity is alive. - `SkyPreset` and its defaults are declared here, and the component declares its `preset` field from them. `M.spawn` / `M.configure` read that same key set to tell a weather parameter from a component field, so a parameter added to the preset reaches the schema and the option routing in one edit.
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package · born here
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# volumetrics Volumetric (3D-texture) rendering, end to end, in one package. Built entirely on the engine's generic `compute.*` GPU primitives — no Rust changes are needed to author new volumetric content. ## Layout | Asset | Identity | Role | |---|---|---| | `Volume.component` | `@builtin::systems.volumetrics.Volume` | Attach a 3D voxel texture to an entity; raymarches it through the entity's transform AABB. | | `VolumetricSky.component` | `@builtin::systems.volumetrics.VolumetricSky` | Singleton procedural cloud layer with TAA. | | `ParticipatingMedium.component` | `@builtin::systems.volumetrics.ParticipatingMedium` | Mark an entity as fog/smoke/dust that attenuates the light passing through it. | | `mediaTransmittance.module` | `@builtin::systems.volumetrics.mediaTransmittance` | Light-space optical-depth map: the registry, the settings, and the basis the map is built in. | | `mediaShadow.renderFeature` | `@builtin::systems.volumetrics.mediaShadow` | Builds the optical-depth map and attenuates each surface by the density in front of it. | | `volume.module` | `@builtin::systems.volumetrics.volume` | Builders (`noise`/`sphere`/`box`/`wrap`) + the `.zvol` header reader + occupancy + brick paging + the per-entity raymarch dispatch. | | `VolumeSequence.component` | `@builtin::systems.volumetrics.VolumeSequence` | Play an open volume sequence through an entity's transform AABB. | | `volumeSequence.module` | `@builtin::systems.volumetrics.volumeSequence` | A run of `.zvol` frames streamed through a fixed ring of resident volumes. | | `volumeDemos.module` | `@builtin::systems.volumetrics.volumeDemos` | Shared pipeline for the showcase scenes (fill + emissive raymarch + composite). | | `volumetricSky.module` | `@builtin::systems.volumetrics.volumetricSky` | Cloud volume + raymarch + TAA + composite orchestration. | | `shaders/*.shader` | `@builtin::systems.volumetrics.shaders.*` | `volume_raymarch`, `volume_pages`, `volume_pack`, `cloud_noise[_v3/_v5]`, `cloud_raymarch[_v3/_v4/_v5]`, `cloud_taa`. | | `importers/vdb_to_zvol.importer` | (auto-discovered) | `.vdb` → dense `.zvol` via the `openvdb` WASM plugin (procedural fallback when the plugin isn't loaded). | | `presets/cumulus_default.preset` | `@builtin::systems.volumetrics.cumulus_default` | Canonical full `VolumetricSky` weather preset. | | `demo/*.scene` | `@builtin::systems.volumetrics.demo.*` | `sdf_solids`, `smoke_plume`, `nebula`, `godrays`, `zvol_viewer`, `sky`. | ## Path convention — fully-qualified builtin identities Every intra-package reference uses the asset's fully-qualified builtin identity, the same convention every other builtin package follows (cf. `particles.package`): ```luau local Volume = require("@builtin::systems.volumetrics.volume") local Sky = require("@builtin::systems.volumetrics.volumetricSky") local V = require("@builtin::systems.volumetrics.volumeDemos") -- shader identities, e.g. asset.resolve("@builtin::systems.volumetrics.shaders.volume_raymarch") ``` Qualified identities are caller-independent: they resolve identically from a module, a scene entrypoint, or a component. Caller-relative (`.sibling`) requires are deliberately avoided here because the component runtime caller identity is `@builtin::components.<Name>`, so a `.sibling` require from a component resolves against the wrong root. (An earlier revision of this package used a `~volumetrics` package-root alias for relocatability; that alias is not resolvable on current main, so the package uses qualified identities throughout.) ## Usage ```luau -- Per-entity volume. The component resolves the name through `Volume.get`, -- so a volume paged into a brick pool renders from the pool under the same -- name: local Volume = require("@builtin::systems.volumetrics.volume") local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4 }) cloud:buildSparse({ brickSize = 8 }) cloud:releaseDense() entity(id).component.add("Volume", { volumeName = "cloud", density = 6.0 }) -- Procedural sky: local sky = entity.spawn("sky") sky.component.add("VolumetricSky", {}) preset.apply("cumulus_default", { entity = sky.id, component = "VolumetricSky" }) -- VDB import: drop a `.vdb` into the VFS; the importer writes a `.zvol` -- alongside it. Load it with the zvol_viewer demo scene. -- Animated run: one `.zvol` per frame, played through a bounded ring. local Seq = require("@builtin::systems.volumetrics.volumeSequence") Seq.open({ name = "plume", frames = framePaths, resident = 3, fps = 24 }) entity(id).component.add("VolumeSequence", { sequenceName = "plume", density = 6.0 }) ``` ## Plugin dependency The VDB importer delegates real OpenVDB parsing to the `openvdb` plugin in the builtin library, `@builtin::plugins.openvdb`. Without the plugin the importer falls back to a deterministic procedural torus so the pipeline stays functional.
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computeshader · born here
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# cloud_raymarch_v5 Production volumetric-cloud raymarcher, v5 (Nubis/Hillaire style): Hillaire multi-scatter octaves (fixes black cloud cores), energy-conserving Beer-Powder-MS lit-edge glow, a 6-offset Wrenninge cone-trace shadow, and a dual-lobe Henyey-Greenstein phase. Reads the cloud volume + occupancy textures and writes the lit raymarch result. Bindings (see bindings.yaml): `clouds` (texture3d), `occupancy` (texture3d), `cloud_smp` (sampler), `out_tex` (storage2d rgba16f), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_raymarch_v5", ...)` (textures/sampler/storage texture require resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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computeshader · born here
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# cloud_noise Procedural volumetric-cloud noise fill (Schneider/Hillaire style). A low-frequency FBM gives the base blob silhouette, a high-frequency FBM erodes it near the surface for the fluffy cumulus look, plus altitude shaping (round bottom, full middle, anvil top). Writes the 3D cloud density texture. Bindings (see bindings.yaml): `clouds` (storage3d rgba16f — the cloud volume), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_noise", ...)` (storage texture requires resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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shader · born here
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computeshader · born here
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# cloud_raymarch Volumetric-sky cloud raymarcher with Frostbite-style lighting: Wrenninge/Hillaire multi-scatter approximation (3 octaves), a 5-sample cone-traced soft self-shadow, and combined Beer-Lambert + Powder so cloud edges glow toward the sun. Reads the cloud volume + occupancy textures and writes the lit raymarch result. Bindings (see bindings.yaml): `clouds` (texture3d), `occupancy` (texture3d), `cloud_smp` (sampler), `out_tex` (storage2d rgba16f), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_raymarch", ...)` (textures/sampler/storage texture require resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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computeshader · born here
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# cloud_noise_v5 Volumetric-cloud noise generator, v5 (Nubis/Schneider style). Builds two foundational noises — Perlin-Worley FBM for the lumpy "cauliflower" base shape and Worley FBM for high-frequency detail erosion — under weather-map control. Writes the 3D cloud density texture. Bindings (see bindings.yaml): `clouds` (storage3d rgba16f — the cloud volume), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_noise_v5", ...)` (storage texture requires resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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computeshader · born here
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# cloud_taa Cloud TAA composite — temporal anti-aliasing for the raymarch output. Reprojects last frame's blended output through the previous view-projection, color-clamps the history to the current sample's neighborhood to suppress ghosting, and exponentially blends the two. Writes both the next-frame history slot and the externally-sampled `scene_volumetric_sky` texture the composite path reads. Reprojection runs through the world point named by uniform `[37]`, the NDC z of the range the cloud stands at along the view ray — `volumetricSky.reprojectionDepthNdc` computes it. The weight the history carries falls to zero across the last `REPROJECT_BORDER_TEXELS` of the reprojected frame, so a pixel whose history lies off the previous frame reaches the raymarch's own output down a gradient rather than across a line. Bindings (see bindings.yaml — slot order must match the Luau dispatch): `cur_tex` (texture2d), `hist_prev` (texture2d), `smp` (sampler), `out_hist` (storage2d rgba16f), `out_scene` (storage2d rgba16f), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_taa", ...)` (textures/sampler/storage textures require resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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computeshader · born here
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# cloud_raymarch_v3 Volumetric-sky cloud raymarcher (Frostbite-style lighting), v3 variant: Wrenninge/Hillaire multi-scatter (3 octaves), 5-sample cone-traced soft shadow, and combined Beer-Lambert + Powder edge glow. Reads the cloud volume + occupancy textures and writes the lit raymarch result. Bindings (see bindings.yaml): `clouds` (texture3d), `occupancy` (texture3d), `cloud_smp` (sampler), `out_tex` (storage2d rgba16f), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_raymarch_v3", ...)` (textures/sampler/storage texture require resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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computeshader · born here
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# cloud_noise_v3 Volumetric-cloud noise fill (Schneider/Hillaire style), v3 variant. Low-frequency FBM base silhouette + high-frequency FBM surface erosion for the billowed cumulus look, with altitude shaping (round bottom, full middle, anvil top). Writes the 3D cloud density texture. Bindings (see bindings.yaml): `clouds` (storage3d rgba16f — the cloud volume), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_noise_v3", ...)` (storage texture requires resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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shader · born here
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computeshader · born here
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# cloud_raymarch_v4 Volumetric-sky cloud raymarcher, v4. Adds procedural detail noise computed in-shader on top of the large-scale texture silhouette (removes v3's voxel-grid blockiness) and uses multi-distance shadow sampling (4 geometrically spaced strides) instead of a cone trace. Reads the cloud volume + occupancy textures and writes the lit raymarch result. Bindings (see bindings.yaml): `clouds` (texture3d), `occupancy` (texture3d), `cloud_smp` (sampler), `out_tex` (storage2d rgba16f), `U` (read `array<f32>` uniforms). Usage: dispatch by identity with `compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_raymarch_v4", ...)` (textures/sampler/storage texture require resource binding, not positional buffers) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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backing path · systems/volumetrics.package/volumetricSky.renderFeature

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