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asset⌬ materialmaterialprimary: mat.yaml·originates fromworld 0fc7535e-6…

ground_arcs_mat

Material for the ring of energy on the ground around the shield dome in the `fx_shield` scene. The `ShieldGroundArcs` entity at (110, 0, 150) draws `shield_ground_mesh` with it. `ShieldFx.module` resolves it by name in `M.start` and writes its `center` once; every frame it writes…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

ground_arcs_mat

Material for the ring of energy on the ground around the shield dome in the fx_shield scene. The ShieldGroundArcs entity at (110, 0, 150) draws shield_ground_mesh with it. ShieldFx.module resolves it by name in M.start and writes its center once; every frame it writes the twelve hit slots and strain in one Material.setProperties call, the same values it writes to shield_dome_mat.

Shader: ground_arcs (ground_arcs.shader). Its header describes a flat annulus lying on the ground around the dome's foot: a soft energy glow, jagged radial arcs crawling out from the base, and hot spots on the ground under whichever part of the dome was just hit. Hits low on the dome heat the ground more than hits high on it, the ring fades out between 4.5 and 9.5 m outside the dome radius, and under strain the whole ring stutters. It is an unlit fragment() shader returning alpha 1.

Render state: blend: additive, cull: none, depth_write: false.

Properties

mat.yaml sets only the render block. The shader's properties, and what writes them:

  • tint (default (0.08, 0.55, 1.0, 1.0)): base glow colour.
  • hot (default (0.75, 0.95, 1.0, 1.0)): colour mixed in for arcs and hit heat.
  • center (default (0, 0, 0, 9)): xyz is the dome centre in world space and w the dome radius. ShieldFx writes the ShieldDome entity's position (110, 0, 150) and the driver's radius, 9.
  • strain (default 0, range 0 to 3): overload level; the shader divides it by 2.5 and clamps it to 1. ShieldFx raises it with every hit, more when the hit lands near recent ones, caps it at 3 and lets it decay over time.
  • hit0 to hit11 (default (0, 1, 0, -1)): one slot per recent hit. xyz is the unit direction of the hit from the dome centre times its strength, w its age in seconds; an age below 0 or above 3.5 leaves the slot idle.

Interface

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

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionAdditive ground_arcs material for the energy ring and crawling arcs at the foot of the fx_shield dome; ShieldFx feeds it hit and strain values.

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shader · born here
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# ground_arcs A flat annulus lying on the ground around the foot of the energy-shield dome: a soft energy glow, jagged radial arcs crawling out from the base, and hot spots on the ground under whichever part of the dome was just hit. It is the ground half of the shield, and reads the same hit table and strain value as `shield_dome`. A bright rim sits right on the dome's base circle, with a wide halo outside it (widening as the ground heats) and a fainter one inside. Four layers of radial arcs, split into sectors 1/9, 1/14, 1/19 and 1/24 of a radian wide, are re-rolled 7, 11, 15 and 19 times a second; each sector lights at random, more often as heat rises, and draws a jagged line out to a random length between 0.6 and 3.2 units. Heat comes from the hits: each live hit warms the azimuth below it, weighted toward hits low on the dome and fading with age, plus the shield's strain. The rim and halo are `tint`, the arcs a mix of `tint` and `hot`, and the rim gains `hot` as the ground heats. Everything fades out between 4.5 and 9.5 units outside the base circle, and under strain the whole ring dims at random on 27 steps a second. The alpha is 1; the material blends it additively. The `ground_arcs_mat` material (additive, culling off, depth writes off) uses it on the `shield_ground_mesh` annulus in the `fx_shield` scene. The `ShieldFx` module, run by the `ShieldFxDriver` component, sets `center` once at start and writes the twelve hits and the strain every frame. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `tint` | color | [0.08, 0.55, 1.0, 1.0] | Base energy colour of the rim, halo and arcs. | | `hot` | color | [0.75, 0.95, 1.0, 1.0] | Hot colour mixed into the arcs and added to the rim with heat. | | `center` | float4 | [0, 0, 0, 9] | xyz: world position of the dome's centre; w: the dome's radius. | | `strain` | float | 0.0 | Overload of the shield, range 0 to 3, read as `strain / 2.5` clamped to 1. | | `hit0` to `hit11` | float4 | [0, 1, 0, -1] | One recent hit each. xyz: unit direction from the dome's centre times the hit's strength; w: age in seconds. A negative age, or one above 3.5, marks the slot idle. |
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backing path · ground_arcs_mat.material

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