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asset⌬ toolboxtoolbox·originates fromworld 07158574-5…

pp

Layer screen-space post-processing on the scene's final image — add, remove, toggle, and inspect effects.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

pp

Layer screen-space post-processing on the scene's final image — add, remove, toggle, and inspect effects.

Add an effect by naming a .shader asset — a shipped short name, an identity, a path, a guid, or a scene-authored .shader asset. Every property the shader declares is settable by its own name in the add call that registers the effect, and the shader's schema is what decides which option keys the call takes. A shipped effect may own several passes, drawn in order through its own scratch targets — the shader itself declares them, so add needs no pass-shaped option to register one. postprocess.describe(name) names that schema and the value each property holds once the effect is registered, and asset.resolve(shader, "shader"):getProperties() names it before. Every name pp.presets returns is one add accepts and one whose schema is readable at @builtin::shaders.post.<name>, the identity it returns beside each name. List the currently-active effects or every shipped short name with pp.presets, remove an effect by name, or enable and disable one without removing it.

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.

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tool · born here
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# pp.add Adds a screen-space post-processing effect to the scene's final image. `shader` names a `.shader` asset — a shipped short name (`pp.presets` lists every one), an identity, a path, a guid, or a scene-authored `.shader` asset — resolved against `@builtin::shaders.post.<name>` when nothing else answers to it. Effect parameters are passed alongside the name — every property the shader declares is settable by its own name here, and the declared schema is what the option keys are read against, so a name it does not carry is refused against the set it does. Those same properties can be animated smoothly afterward without re-adding the effect. Every name `pp.presets` returns is one this call accepts, and its schema is readable at `@builtin::shaders.post.<name>` before the effect is added. `layer` picks which composited image the effect grades; naming none takes the one the shader's own `space` belongs to, so a `light` shader grades `scene` — the rendered picture before the UI reaches it, in the scene's own light, where a threshold still finds highlights — and a `display` shader grades `all`, the picture fitted to the screen with every widget on it. Returns the effect's name, which later removes or toggles it.
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tool · born here
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# pp.list Lists the currently-active post-processing effects, in the order they apply to the final image. Each row carries `name`, `enabled`, `priority`, `layer` (`"scene"` before UI, `"all"` after it, or `"display"` for the chain's own display transform), `space` (`"light"` or `"display"` — what `fragment()` reads and returns) and any compile `error`, forwarded from `postprocess.status()`.
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tool · born here
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# pp.presets Lists every shipped post-process shader's short name, sorted alphabetically — `{ name, shader }`, derived from the asset registry rather than a hand-kept table. Every name it returns is one `pp.add` accepts — `pp.add(effectName, name, opts)` — and one whose property schema is readable before the effect is added, at the `shader` identity returned beside it. A handful of them carry a friendlier alias or default table inside `pp.add` itself — a spelling the shader's own schema does not declare, or a friendlier starting value than its declared default. `pp.add`'s own option fields name each of those spellings and which shaders read it. That table is internal to `pp.add`, not this list.
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tool · born here
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# pp.remove Removes an active post-processing effect by name, taking it out of the scene's final image.
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tool · born here
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# pp.setEnabled Enables or disables a post-processing effect by name without removing it, so it can be toggled back on later while keeping its configured parameters.
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module · born here
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# shared Module Cross-tool helpers for the `pp` toolbox. Every tool inside this toolbox can pull these in with `require(".shared")`. ## Purpose This module holds the small set of helpers that more than one tool in the toolbox needs — typically the `ok(value, formatted?)` / `fail(message, exitCode?)` constructors that produce the canonical `ppToolResult` shape, plus any toolbox-wide parsers, validators, or shared state. Keep it focused: per-tool implementation stays inside each `<x>.tool/init.luau` (with its own `--!desc` / `--!arg` / `--!return` / `--!example` annotations). ## Usage ```luau local shared = require(".shared") function M.someTool(...) if not ok then return shared.fail("reason", 1) end return shared.ok(value, "") end ``` ## Exports See `init.luau` for the full export surface. Typical exports include `shared.ok(value, formatted?)` and `shared.fail(message, exitCode?)` for building the toolbox's standard result envelope.
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assettype · born here
❒asset
# Toolbox (asset type) A toolbox is a namespace folder that groups related `.tool/` children plus shared helpers. Toolboxes are the addressing layer for tools — every tool's identity is `<toolbox>.<name>`, so the toolbox name appears in every callsite. Toolboxes also own a `shared.module/` helper module that the toolbox's tools `require(".shared")` for common utilities (result envelopes, validators, formatters). ## When to use one - You have two or more related tools that belong together (an `anim` toolbox with `play` / `stop` / `list`; an `assets` toolbox with `compose` / `validate`). - You need a shared helper module exclusively used by a tool set. - You want a clean dot-namespaced identity for your tools (`my_tools.foo`, `my_tools.bar`). If you only have one tool and no shared helpers, you still need a toolbox — it's the required parent. ## Where it lives - Source: `/zero/source/.../<Name>.toolbox/` - Identity: `<Name>` (the `.toolbox` suffix strips). - Folder shape (container-style — open child set): - `README.md` — instance documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** - `shared.module/` — optional shared helper module (`init.luau` + `README.md`). - `<x>.tool/` — any number of `.tool/` children. The validator permits unlisted children (`allow_unlisted: true`) so tool subfolders don't need to be declared per-name. ## How to create one ```luau tools.createToolbox({ name = "<Name>", description = "..." }) -- or the generic scaffold: asset.create("toolbox", "<Name>") -- Creates: /zero/source/<Name>.toolbox/ -- README.md (instance README template) -- shared.module/ (ok / fail result-envelope constructors) -- `folder` places it in a subfolder of /source; `into` nests it in a -- resolved `.package`: asset.create("toolbox", "<Name>", { folder = "tools" }) ``` Then add tools under it: ```luau local box = asset.resolve("<Name>.toolbox") asset.create("tool", "<toolName>", { into = box }) ``` ## How it operates 1. **Registration.** Writing into a `.toolbox/` folder indexes the toolbox. It becomes the parent namespace for any `.tool/` children. 2. **Tool identity composition.** Each child `.tool/`'s identity is `<toolbox>.<tool>`. Listing the toolbox's tools enumerates the children. 3. **Shared helpers.** Tools inside the toolbox pull `shared.module/` in via `require(".shared")` (relative require from the tool's `init.luau`). 4. **Hot reload.** Editing `shared.module/init.luau` reloads every tool in the toolbox (they all `require` it). Editing the toolbox folder structure (adding / removing tools) reflects in `tools.list` immediately. ## Discovery - `asset.list("toolbox")` — every registered toolbox. - `asset.inspect("<name>")` — child tools, source, this type README. - `ls /zero/source/<Name>.toolbox` lists the files the folder holds. - `tools.list()` — every tool across every toolbox. ## Authoring conventions - **Per-tool implementation lives in each `<x>.tool/init.luau`.** The tool's full function body — argument validation, the call into engine APIs, the return value — goes in `init.luau` with `--!desc` / `--!arg` / `--!return` / `--!example` annotations above the function. **Every exported function is declared `typed function`** — the keyword compiles to the runtime argument check, so a plain `function` accepts any input and reports success on garbage. Do NOT make `init.luau` a one-line forwarder onto a function defined in `shared.module/`. - Keep `shared.module/` thin: result envelope constructors (`shared.ok(value, formatted)`, `shared.fail(message, exitCode)`), argument validators, common formatters — anything genuinely used by more than one tool. Per-tool logic does NOT belong here. - Group by domain, not by surface — `assets` toolbox holds asset operations, `entity` toolbox holds entity operations. Tools that feel unrelated probably want different toolboxes. - Document the toolbox's surface in `README.md` — what problem space it covers, who calls into it, any shared invariants. ## Common pitfalls - **Missing parent toolbox.** Tools cannot exist outside a toolbox. Always scaffold the toolbox first. - **Cross-toolbox shared.** Each toolbox has its own `shared.module/`. Don't try to share helpers across toolboxes; if you need cross-toolbox helpers, factor them into a standalone `.module`. - **Toolbox identity.** Strip the `.toolbox` suffix in identity references (`my_tools`, not `my_tools.toolbox`). ## Related types - `.tool` — the required child(ren) of a toolbox. - `.module` — for cross-toolbox utilities. ## In the Inspector Tools: how many tools the box holds, whether it ships a shared module, what each tool does, and a link to each tool.
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assettype · born here
❒asset
# Tool (asset type) A tool is a single agent-callable function whose schema is its `typed function` signature. Tools are the workflow surface — composed Luau operations that bundle multiple engine APIs into one named call, suitable for agents (and for use from `execute`). Each tool has a declared input shape, return shape, and a strict result envelope (`ZmToolResult`). **Every exported tool function is declared `typed function`.** The `typed` keyword is what makes the signature real: it compiles to a runtime dispatch wrapper that checks each argument against its declared type and raises on a mismatch. A plain `function` — even one carrying Luau type annotations — is checked by nothing at call time, so the tool accepts any input and reports success on garbage. See "The typed signature is the schema" below. ## When to use one - You're composing several engine APIs into a workflow that's worth naming and discovering (`tools.list`, `search_tools`). - You want an agent to be able to call this function by name without reading source code — the typed signature is the API contract. - The operation has clear success / failure modes that fit `{ exitCode, data?, stdout?, message? }`. If the function is just a Luau utility called from other code, use a `.module`. If it's stateful background work, use a `.service`. If it's pure GPU compute, use a compute `.shader`. ## Where it lives Tools nest under a `.toolbox/` parent — toolboxes are the namespace. - Source: `/zero/source/.../<Toolbox>.toolbox/<name>.tool/` - Identity: `<Toolbox>.<name>` (dotted form — the toolbox name is part of the tool identity). - Folder shape: - `init.luau` (or `init.lua`) — exports the function, and carries its schema in `--!desc` / `--!arg` / `--!return` / `--!example` annotations above it. The typed signature IS the tool's signature. **Required.** - `README.md` — instance documentation. **Required.** - `.metadata` — tool-level tier and tags. **Required.** ## How to create one Use the workflow tool that scaffolds the right `.tool/` shape under an existing toolbox: ```luau -- The `tools` global authors a tool inside an existing toolbox: tools.create({ name = "<name>", toolbox = "<Toolbox>", description = "What this tool does, agent-facing.", code = "return shared.ok(true)", -- the function body }) -- Or scaffold the folder manually: local box = asset.resolve("<Toolbox>.toolbox") asset.create("tool", "<name>", { into = box }) ``` Always nest under an existing toolbox — if you don't have one yet, call `tools.createToolbox({ name = "<Name>", description = "..." })` first. ## How it operates 1. **Registration.** Writing `init.luau` into a `.tool/` folder registers the tool with the tools registry. It becomes callable as `tools.use("<toolbox>", "<name>", ...)` from Luau, `use_tool { toolbox, tool, args }` over MCP, and `zero <toolbox> <name> [args]` from the engine shell. 2. **Schema validation.** The `typed function` signature declares the parameter shape. Its runtime dispatch wrapper checks each argument before the body runs and raises a message naming the argument, the expected type, and what arrived. 3. **Return envelope.** Tools MUST return `ZmToolResult`: ``` { exitCode = 0|n, data? = any, stdout? = string, message? = string } ``` `exitCode = 0` means success; non-zero means failure, with `message` carrying the human-readable reason. 4. **Discovery.** The tool surfaces in `tools.list()`, `search_tools { query: "..." }`, and `asset.inspect`'s `exposes:` section (parsed from the typed signature and the `--!` annotations). 5. **Hot reload.** Editing `init.luau` re-registers the tool. Subsequent calls see the new behaviour / schema. ## Discovery - `tools.list()` — every registered tool (any toolbox). - `search_tools { query: "..." }` — MCP-side tool search. - `asset.list("tool")` — same set, asset-style listing. - `asset.inspect("<toolbox>.<name>")` — signature, parameters, return shape, this type README. - `ls /zero/source/<Toolbox>.toolbox/<name>.tool` lists the files the folder holds. ## Authoring conventions - **Implementation lives in `init.luau`.** The tool's full function body — argument validation, the call into engine APIs, the return value — goes in `init.luau`. The toolbox's `shared.module/` is for genuinely cross-tool helpers (`ok` / `fail` constructors, shared parsers / validators), not per-tool logic. Do NOT make `init.luau` a one-line forwarder onto a function defined in `shared.module/`. - Use `shared.module/` in the parent toolbox for `ok` / `fail` result constructors. Don't hand-roll the envelope per tool. Pull it in with `local shared = require(".shared")` from any tool that needs the helpers. - Annotate every public function with `--!desc` / `--!arg` / `--!return` / `--!example` directly above the function — the LSP and toolbox surfaces extract these. - **Declare every exported function `typed function M.name(arg: T, opt: U?): R`.** This is not conditional on the signature being "clear" — a loose argument is the case that needs the checked contract most. Give the argument the type it actually accepts (a union, a named table type, a literal enum) instead of dropping to an unchecked `function`. - Keep tools focused. One tool, one named workflow. Split rather than grow. - Tag tools in the sibling `.metadata` (`{ "tags": [...], "tier": "core|content|specialized" }`) so `search_tools` can find them by domain (e.g. `entity`, `scene`, `assets`, `physics`). ## The typed signature is the schema The `typed` keyword compiles the function into a dispatch wrapper that validates arguments at call time. Without it there is no check at all, so the tool runs its body on whatever arrived and returns a success envelope built from garbage. Type each argument as narrowly as the operation actually accepts: ```luau export type Mode = "edit" | "play" export type SpawnOpts = { position: { number }?, parent: EntityRef?, count: number?, } --!desc Spawn a primitive and return the entities it created. --!arg kind Primitive shape to spawn. --!arg opts Placement and repetition options. --!return The spawned entity refs. --!example "cube", { count = 4 } typed function M.spawn(kind: ("cube" | "sphere" | "plane"), opts: SpawnOpts?): { EntityRef } ``` - **A fixed set of accepted words is a literal union**, never `string`. `("cube" | "sphere")` rejects `"Cube"` at the call and lists the accepted values in the error; `kind: string` accepts `"banana"` and fails somewhere deeper, or not at all. - **A structured argument is a named `export type`**, never `{ [string]: any }`. Naming it puts every field and its type on the tool's page and checks them on entry. - **A named type is only as strong as its fields.** `opts: DrawOpts` where `DrawOpts = { value: any }` passes for a table and checks nothing inside it — the same hole, one level down. The argument checker walks nested fields, so type each one; a type name is not a place to put the work off. - **A dispatch table keyed by an `op` string is several tools.** `{ op: string, [string]: any }` is one unchecked entry point wearing N signatures — split it so each operation carries its own checked arguments. - **An entity or asset argument is `EntityRef` / `AssetRef<kind>`**, never `any` and never a bare name string. - `any` is correct only for a value the tool genuinely does not constrain — a passthrough payload, arbitrary user data. It is not a placeholder for a type not yet written down. ## Common pitfalls - **A plain `function` export.** The tool registers and dispatches, so nothing looks wrong — it just never rejects bad input, and every call reports success. Declare it `typed function`. - **Annotations without `typed`.** `function M.f(x: string)` reads as typed and checks nothing at runtime; the annotation only informs the LSP. The keyword is what enforces it. - **Wrong return envelope.** Returning a raw value instead of `{ exitCode = 0, ... }` will be flagged by callers expecting `ZmToolResult`. - **Tool identity.** The fully-qualified identity is `<toolbox>.<name>`, NOT just `<name>`. Toolbox-less tools don't exist by design. - **Missing dependency.** Tools requiring another package / service must declare it; otherwise the call fails at runtime with a missing-module error. ## Related types - `.toolbox` — the required parent namespace for tools. - `.module` — for Luau libraries with no agent-facing schema. - `.service` — for stateful background work, not callable request/response operations. ## In the Inspector Tool: how the tool is called (its signature), what it does, each argument, what it returns, and its examples, with **Open** for its source.
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assettype · born here
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# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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module · born here
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# shared Cross-tool helpers for the [name] toolbox. Every tool inside the toolbox can pull these in with `require(".shared")`. Holds the small set of helpers that more than one tool needs — typically the `ok(value, formatted?)` / `fail(message, exitCode?)` constructors that produce the canonical `[name]ToolResult` shape, plus any toolbox-wide parsers, validators, or shared state. Per-tool implementation stays inside each `<x>.tool/init.luau`; this module is not a place to forward logic from. ## Exports - `M.ok(value: any?, formatted: string?) -> [name]ToolResult` — success envelope (`exitCode = 0`, `ok = true`). - `M.fail(message: string, exitCode: number?) -> [name]ToolResult` — failure envelope (`exitCode` defaults to 1, `ok = false`). Types: - `[name]ToolResult = { stdout: string, stderr: string, exitCode: number, ok: boolean, value: any? }` - `stdout` — human-readable formatted output; empty when the op produces no text. - `stderr` — error message on failure; empty on success. - `exitCode` — POSIX-style exit code: `0` success, `1` generic failure, `2` bad arguments. - `ok` — `true` iff `exitCode == 0`. - `value` — structured return from the underlying op; `nil` for void ops. ## Usage ```luau local shared = require(".shared") function M.someTool(args) if not args.id then return shared.fail("missing id", 2) end return shared.ok({ id = args.id }, "created " .. args.id) end ``` ## Notes - Pure constructors — no engine calls, no state. Safe to call from any context. - Tools that opt into this shape get a stable envelope every other tool in the toolbox can rely on. Tools that do something custom can return whatever shape they want — `[name]ToolResult` is opt-in. - Per-tool implementations still own their own `--!desc` / `--!arg` / `--!return` / `--!example` annotations even when their result is constructed through these helpers.
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assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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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: ```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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# pbr_layered A surface composed from two complete PBR layers: a base, and a top layer laid over it wherever coverage says so. Rust over painted metal, snow over rock, mud over a vehicle, wear over a finish. Pre-blending those into one texture set bakes the coverage in — it can no longer change at runtime, and every entity wearing the material wears it identically. Here both layers keep their own shading inputs and coverage is evaluated per fragment, so the same material can be pristine on one entity and ruined on the next. ## Coverage Coverage is the product of three terms, each neutral by default: | term | property | what it is for | |---|---|---| | mask | `top_mask_texture`, `top_mask_channel`, `top_mask_contrast` | *where* the top layer gathers — creases, edges, upward faces | | material | `top_coverage` | *how far* the look has progressed, for every entity sharing the material | | instance | `top_instance_lane`, `top_instance_component` | how far for *this* entity | `top_coverage` defaults to 0, so a material that sets nothing renders as its base layer alone. `top_mask_contrast` shapes the mask: 1 is a linear ramp, higher values pull the top layer back into the mask's brightest areas, which is what makes rust and snow gather in creases instead of washing evenly over everything. ## Driving it per instance Point the material at an `instanceData` lane, then write that lane per entity: ```lua -- material: top_instance_lane = 0, top_instance_component = 0 local clean, rusted = entity.find("barrel_a"), entity.find("barrel_b") if clean and rusted then renderer.instanceData.set(clean, 0, 0.1) -- nearly clean renderer.instanceData.set(rusted, 0, 0.9) -- heavily rusted end ``` Both entities share one material and one draw path; only the lane differs. ## Texture slot budget WebGPU guarantees 16 sampled textures per fragment stage and the engine's group(0) already holds several. This shader declares **9**, which leaves room for those plus a margin. Two full five-map layers would not fit, so the top layer carries the three maps that make it read as a different material — albedo, roughness/metallic, normal — and takes occlusion and emissive from the base. Layer count is **two**. The cost is fixed and predictable: both layers are always sampled, and coverage selects between their inputs rather than branching. ## Why the inputs blend rather than the results Lighting each layer separately and adding puts more energy back out than arrived, so a half-covered surface would read brighter than either layer alone. Interpolating the shading inputs and lighting once cannot do that.
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# `referenceChart` surface shader A reference chart drawn on a surface, unlit: each point holds light its properties and its UV state, so a picture of the surface is measured against known input. The post-verification reference scenes (`@builtin::scenes.postReference.*`) are built from its materials (`@builtin::materials.postReference.*`). | `pattern` | Draws | |---|---| | 0 | A grey wedge: one column per whole stop from `evMin` to `evMax`, each middle grey (0.18) at that stop. | | 1 | The 24 ColorChecker Classic patches, 6 x 4, each its published sRGB value read as linear reflectance. | | 2 | A ramp from `low` at u = 0 to `high` at u = 1. | | 3 | A Siemens star of `frequency` spokes, `high` on `low`. | | 4 | A checker `frequency` cells across, `low` and `high`. | | 5 | Focus bars: four rows of bar pairs, `frequency` pairs across the top row, doubling on each row below. | Every pattern's light is multiplied by `color` and `gain`. UV (0, 0) is the surface's top-left, as the front face of `@builtin::meshes.cube` maps it.
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# `fog` post-process shader Depth-keyed distance haze. `pp.add(name, "fog", { density = ..., color = { r, g, b } })` registers it, and `asset.resolve("@builtin::shaders.post.fog", "shader"):getProperties()` reads the knobs below before it is added. The pass reads the scene depth already drawn at a pixel, turns it into a distance in metres with `zero_linear_depth(d, near, far)`, and mixes the frame toward `fogColor` by `1 - exp(-distance * density)` — an exponential falloff, so density sets how many metres of air it takes to reach the fog colour. `near` and `far` are the planes the frame was projected through. They are what a stored depth is turned back into metres by, so they belong to the camera the scene was drawn with rather than to the look: setting them to something the camera does not use moves every surface's distance and with it the whole haze. | Property | Meaning | |---|---| | `density` | Falloff rate. 0 leaves the frame untouched. | | `fogColor` | The colour a fully fogged pixel reaches. | | `near` | The scene camera's near plane, in metres. | | `far` | The scene camera's far plane, in metres. |
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# grass_material.shader Grass, shaded root to tip with per-blade colour variation and a soft half-lambert wrap. The colouring reads `uv.y` as height along a blade — 0 at the root, 1 at the tip — and darkens the roots while warming the tips. Per-blade variation comes from a hash of the fragment's world xz on a 10 cm grid, so every fragment of one blade shares a seed and neighbouring blades drift apart in hue and brightness. The lighting is a diffuse half-lambert wrap kept below saturation, so this shader returns its own final colour instead of a PBR surface. `sway` is how far the vertex stage bends each vertex along its blade, and it is what tells this shader that its mesh is a blade mesh: the bend scales with `uv.y²`, so a vertex at the root holds still while the tip swings hardest. It defaults to 0, at which every vertex arrives where the mesh put it — a material that leaves it there shades a surface without moving it. `@builtin::materials.grass` is that ground surface; `@builtin::materials.grass_blades` sets `sway` to 1 for a blade mesh. ## Properties - `base_color` — the grass green the root→tip gradient is built from. - `sway` (`0`..`4`, default `0`) — how far each vertex bends along its blade.
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# procedural_sky The editable atmospheric sky: a day/night gradient with a sun disc and glow, a procedural star field, and a moon opposite the sun, authored entirely from material properties — no texture backs it. Day, night and the dawn/dusk blend all derive from the directional light's elevation, so the sky follows whatever drives the scene's sun; there is no time-of-day uniform. The gradient's zenith, horizon and ground colours, the sun's size and intensity, the stars, the moon, turbidity and exposure come from `properties.yaml`. Output is radiance scaled by `exposure` — the scene's own tone-mapping does the range compression, the same contract as every sky-domain shader. The `ProceduralSky` component owns the runtime material over this shader (`__procedural_sky`) and pushes its fields here; `sky.get()` reports the resulting configuration.
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# error_marker The surface of the ERROR sign: the magenta and dark purple world-space checker the engine's error pipeline draws, as an unlit surface shader. The `error_marker` material draws the sign with it.
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# eye.shader An eye: an iris refracting behind a clear cornea. The iris sample is displaced by refracting the view ray at the cornea and walking it `iris_depth` inward, so the iris slides as the viewing angle changes. The cornea itself is the engine's clearcoat lobe, which keeps one continuous specular highlight across the iris and the sclera. `iris_radius`, `pupil_radius` and `limbus_softness` shape the disc; `iris_texture` is sampled in the refracted frame, `sclera_texture` in the surface's own UVs.
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# loading_backdrop (screen shader) A calm, slowly drifting full-screen backdrop for the world loading screen. A deep near-black field carries two large, soft glows that move along slow independent orbits, finished with a gentle vignette and a faint animated grain that keeps the gradient from banding. Animation is driven entirely by `engine.time`, so it advances on its own during boot with no per-frame uniform updates. It is quiet by design, so it sits behind the world's cover image, title, and progress bar. Drawn through the `backgroundShader` UI style after registration with `ui.registerBackgroundShader`.
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# `hdrChart` post-process shader The synthetic HDR chart: a picture whose every pixel holds light its properties and its position state, drawn in place of the scene. Registered first in the chain (`postMetrics.chart.show`, priority -1000), it is the input the display transform and every effect after it read, so they are measured against known light with no lighting, geometry or material in between. `@builtin::modules.postMetrics` computes the same light for any pixel on the CPU (`chart.light`) and builds the picture a display curve should present for it (`chart.reference`). | Property | Meaning | |---|---| | `pattern` | 0 ramp, 1 grey wedge, 2 ColorChecker, 3 colour wedge over its grey. | | `low`, `high` | The ramp's light at the left and right edges. | | `evMin`, `evMax` | The wedges' leftmost and rightmost stops; each column is middle grey (0.18) at a whole stop. | | `gain` | The ColorChecker's light, as a multiple of its reflectance. | | `color` | The ramp's tint, and the colour wedge's saturated patch (scaled to its column's grey luminance). | | `dither` | Triangular noise of that many code values either way, added in display-encoded sRGB. | The effect declares `space: light`.
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# fluidSurface A GPU particle simulation, rendered as a continuous liquid. Water made of particles has a problem: the particles are spheres, and a pile of spheres looks like a pile of spheres. Turning them into a mesh every frame is expensive and the mesh is thrown away immediately. This package skips the mesh — it renders the particles into screen-space fields and shades those, so the particle data never leaves the GPU and the cost scales with screen pixels rather than with the surface's geometric complexity. ## What it does ```lua local fluidSurface = require("@builtin::systems.fluidSurface.modules.fluidSurface") local rts = fluidSurface.attach("lake", { particles = { buffer = sim, stride = 16, posOffset = 0, count = 400000, velOffset = 4 }, radius = 0.35, }) ``` `particles` describes the record layout of the buffer the caller's simulation writes: how wide a record is, where the position sits in it, and how many are live. Pass the handle a compute shader's `createBuffer` answered. Everything after that happens per frame until `detach`. `update` moves the live knobs — the particle count as a sim grows, the sun direction as the day turns, any composite property: ```lua fluidSurface.update("lake", { count = active, sunDir = { 0.3, 0.8, 0.2 } }) ``` ## The chain 1. **Splat** (engine raster). Every particle draws as a velocity-stretched billboard: nearest-surface depth, hardware z-tested; additive thickness and thickness-weighted colour; and, when the records carry a foam weight, an additive foam sprite layer. 2. **Narrow-range filter** (`fluid_narrow_x` → `fluid_narrow_y`, ping-ponged `iterations` times). Neighbour depths are clamped into a band around the centre before averaging, so particles fuse into a surface while silhouettes stay crisp. The body is the `fluid_narrow_filter` shader module, included by both axes. 3. **Resolve** (one of `fluid_resolve`, `fluid_resolve_col`, `fluid_resolve_foam`, `fluid_resolve_col_foam`). Packs smoothed depth, blurred thickness and the foam fraction into `data`, and the mean liquid colour along each ray into `liq`. Which one runs is decided by whether the records carry a colour and a foam weight, because that changes which textures the pass binds. 4. **Composite** (`fluid_surface_composite`, a post-process shader). Refracts the already-rendered scene through the surface normals, absorbs along the view ray by Beer–Lambert, marches the reflected ray against scene depth so the water mirrors what is above it, adds sun specular, and lays foam on the thin edges. Depth-tested against the scene, so fluid behind geometry stays hidden. Every stage runs at `resolutionScale` of the screen (half by default). ## Sharing The passes are compiled once and shared by every surface. What a surface owns is its render targets, its own filter-parameter buffer, and its own composite — which is why two lakes at different particle radii filter at different widths without interfering.
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# `colorGrade` post-process shader Brightness, saturation and contrast as multipliers around an identity of 1.0. `pp.add(name, "colorGrade", { brightness = 1.1, saturation = 0.8 })` registers it, and `asset.resolve("@builtin::shaders.post.colorGrade", "shader"):getProperties()` reads the knobs below before it is added. The three run in that order on the sampled frame: brightness scales the colour, saturation mixes it against its own Rec. 709 luminance, and contrast pushes it away from mid grey. Each is a multiplier, so 1.0 leaves the frame as it was and all three at 1.0 pass it through unchanged. `color_correction` grades the same three quantities as ADDITIVE offsets around 0.0 and adds a tint colour, so a look authored for one does not transfer to the other by copying its numbers. | Property | Meaning | |---|---| | `brightness` | Multiplies the colour. | | `saturation` | 0 is luminance alone, 1 is the frame's own colour. | | `contrast` | Scales distance from mid grey. |
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# oceans A sea and the ground under it, as one package: the wave simulation, the surface that renders it, the seabed it is seen through, and the answer to "how high is the water here" that gameplay needs to float things on it. ```lua local Ocean = require("@builtin::systems.oceans.modules.ocean") Ocean.create({ preset = "gale" }) ``` That is a whole ocean — waves out to the horizon, foam on the breaking crests, a seabed below, and a surface that follows whoever is looking at it. To float something on it: ```lua local ocean = Ocean.forEntity(oceanEntityId) boat.position = { x, ocean:sampleHeight(x, z), z } ``` It is a building block. The sun the water glitters under, the ambient its foam sits in and the sky it reflects all come from the scene, through the same directional light and reflection probes every other material in the engine reads — so an ocean drops into a world that already has lighting instead of bringing a second set, and changing the scene's light changes the water with it. ## What it does The simulation is **spectral**: instead of animating individual waves, it builds the sea's energy across every wavelength and direction from an oceanographic spectrum, then inverse-transforms that into a height field. A real sea is what comes out — wind speed alone decides wave height, and it rises with wind the way a fully developed sea does, following the Pierson–Moskowitz law. It runs in **cascades** — independent wave fields over different patch sizes, each band-limited to its own range of wavelengths. A tile of roughly two kilometres carries the long waves and one of a few hundred metres the short ones; they sum into a surface with detail at every scale, and because the bands are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank** adds the swell analytically, which no cascade can hold: a wave longer than its own patch has nowhere to live, and swell arrives from a distant storm on its own heading anyway. **Foam** is not painted on. It comes from the Jacobian of the wave displacement: where the surface folds over itself, the wave is breaking. Whitecaps appear where and when the geometry actually breaks, accumulate into a persistent world-space field, and streak behind the crest as they decay. **Colour and transparency are the same mechanism.** Per-channel Beer–Lambert extinction over the distance light travelled through water gives both — red dies within a metre, blue survives tens. That is why shallow water over sand reads turquoise and the open sea reads near-black blue without switching materials. **The seabed** is one noise field read twice: scaled it is the terrain's relief, unscaled it picks between sand and rock, so outcrops stand on the high ground and sand fills the hollows. The sun's caustic web moves over both, bent by the horizontal displacement of the water directly above it. Bodies land on it: the pass that raises the ground writes the same field out as a height patch that travels with the viewer, so what a body stands on is what the frame drew. Nothing here ships an image. Every map the surface and the seabed sample — the foam patterns, the sand, the rock, the caustics — is grown on the GPU at startup. ## The pieces | Asset | What it is | |---|---| | `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. | | `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. | | `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. | | `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. | | `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. | | `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. | | `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. | | `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. | | `modules/oceanScene` | The seam between the scene capture and the materials that sample it. | | `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. | | `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. | | `materials/oceanWater`, `materials/oceanSeabed` | The default looks. | | `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. | | `computeShaders/ocean_*` | The ten-stage GPU pipeline. | ## Wind is the control Significant wave height goes as the **square** of wind speed, so that one field does most of the work: | Wind | Sea | Wave height | |---|---|---| | 3 m/s | glassy, a mirror | ~0.2 m | | 11 m/s | working sea, occasional whitecap | ~2.5 m | | 24 m/s | gale, breaking and streaked | ~12 m | Everything else shapes character rather than size: `choppiness` pinches crests into peaks, `standingWaveRatio` runs waves both ways instead of only downwind, `jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how readily a breaking crest whitens and how long it streaks. Read `documentation/oceans.guide` for the full walkthrough, including the seabed, buoyancy, reflections and what each tier costs.
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# subsurface A metallic-roughness surface that also transports light beneath itself, for skin, foliage, wax, marble and thin fabric. Set `subsurface_color` to the tint of the light that scatters through; leaving it black makes this a plain metallic-rough surface. `subsurface_radius` sets how far light spreads beneath — larger values wrap the shading further past the terminator, and reach further in whichever channels the colour is strongest in. `thickness` (and `thickness_texture`) control how readily a backlit surface glows. Thin geometry transmits; thick geometry stays solid. Both effects are evaluated in the engine's light loop, so they are shadowed and attenuated like every other lobe.
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# billboard Camera-facing billboard shader for textured quads — labels, sprites, and 3D text. All four corners of the quad sit at the same anchor, so the vertex's world position is the anchor under any entity or parent transform. Each corner carries its in-plane offset in the vertex colour; the vertex stage offsets the corner in world space facing whichever camera renders the pass, so the quad is visible and correctly framed from the main viewport, an offscreen capture, and a render-texture camera alike. Because the offset is applied in world space before projection, the quad keeps real extent and stays drawn when the anchor leaves the frustum. The horizontal axis stays world-level, so it tracks a pitching camera without rolling. The world size lives in the per-corner offset (resizing rebuilds the vertex colours), so there are no size material properties, and the mesh declares its own render bounds so frustum culling keeps it. The fragment mirrors `unlit`: `base_color * base_color_texture` with masked-transparency cutoff.
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# foliage.shader Vegetation that sways with the scene's wind. The motion comes from the engine's frame-global wind (`rendering.setWind`), so every material reading it agrees on direction, speed and gust phase — a gust crosses a whole field instead of each plant animating on its own clock. `compliance` scales how far this material yields — 1 for a grass blade, 0.1 for a trunk. The mesh's red vertex channel is how freely each vertex moves: 1 at a blade's tip, 0 at its root, so a blade pivots from its base. A mesh with no authored vertex colours reads white and sways as a whole. The gust phase is a function of world position, so a gust travels across a field rather than every instance of the same mesh swaying in unison. With no wind set the sway is zero and the surface renders as a plain lit material.
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# `lut` post-process shader Colour grading through a lookup table. `pp.add(name, "lut", { texture = ... })` registers it; `@builtin::modules.lut` builds, imports and installs the tables it reads. `lut_texture` is a LUT **strip**: an N-entry colour cube laid out as one row of N square tiles, so the image measures `N*N` wide by `N` tall. Tile `b` holds the plane of constant blue index, red runs across a tile and green runs down it. N comes from the texture's own height, so this one shader serves a 16-, 32- or 64-entry cube. The eight lattice entries around a colour are fetched with `textureLoad` at exact texel coordinates and interpolated in the shader. That makes the result independent of the texture's filter and wrap mode, and each blue plane is read from its own tile. A texture whose shape is not a strip — including the 1×1 fallback bound when the effect has no table — returns the frame untouched, so adding the effect before its table exists changes nothing. | Property | Meaning | |---|---| | `amount` | 0 = the ungraded frame, 1 = the table's answer. | | `lut_texture` | The strip. |
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# pbr The engine's standard physically-based material — the full glTF metallic-roughness workflow lit by the shared `@builtin::shaderModules.pbr_shading` model. This is the default surface shader a model uses when its material doesn't specify another, and it is also registered under the legacy alias **`standard`** (the name many materials reference). It is a `surface()` shader: it fills a `PbrSurface` and the engine generates every pipeline entry point and lights it. Every parameter defaults to a neutral value, so a material that sets nothing renders as a clean dielectric; the advanced lobes only cost anything when a material opts into them. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `base_color` | color | `[1,1,1,1]` | Albedo tint, multiplied by `base_color_texture` and vertex colour. | | `emissive` | color | `[0,0,0,1]` | Emissive tint, multiplied by `emissive_texture` and `emissive_intensity`. | | `emissive_intensity` | float | `1.0` | HDR multiplier on the emissive output. | | `roughness` | range | `0.5` | Perceptual roughness, multiplied by the green channel of `roughness_metallic_texture`. | | `metallic` | range | `0.0` | Metalness, multiplied by the blue channel of `roughness_metallic_texture`. | | `reflectance` | range | `0.5` | Dielectric reflectance knob (neutral 0.5 → 4% F0). | | `ior` | float | `1.5` | Index of refraction → dielectric F0 and the refraction direction. | | `normal_scale` | float | `1.0` | Strength of the tangent-space `normal_texture`. | | `occlusion_strength` | range | `1.0` | Blend of the `occlusion_texture` (R) into the ambient term. | | `clearcoat` | range | `0.0` | Strength of a second dielectric clearcoat specular lobe. | | `clearcoat_roughness` | range | `0.0` | Roughness of the clearcoat lobe. | | `anisotropy` | float | `0.0` | Anisotropic highlight stretch along the tangent ([-1,1]). | | `sheen_color` | color | `[0,0,0,1]` | Tint of the sheen lobe — the retroreflective rim of velvet, satin and brushed fabric. Black leaves the base untouched. | | `sheen_roughness` | range | `0.3` | Width of the sheen lobe. | | `iridescence` | range | `0.0` | Blend toward the thin-film response, the hue that shifts with view angle. | | `iridescence_thickness` | float | `400.0` | Film thickness in nanometres — which wavelengths cancel and which reinforce. | | `iridescence_ior` | float | `1.3` | Index of refraction of the film. | | `subsurface_color` | color | `[0,0,0,1]` | Tint of the light that entered the surface, scattered beneath it and left again. Black leaves the base untouched. | | `subsurface_radius` | float | `0.5` | How far the diffuse falloff wraps past the terminator, taken per channel against `subsurface_color`. | | `fibre_color` | color | `[0,0,0,1]` | Tint of the second of the two highlights a hair or fur strand gives. Black leaves the base untouched. | | `fibre_specular` | range | `0.35` | Strength of the first strand highlight, in the light's own colour. | | `fibre_shift` | float | `0.06` | How far apart the two strand highlights sit along the fibre. | | `fibre_roughness` | range | `0.1` | Width of the first strand highlight. | | `transmission` | range | `0.0` | Specular transmission — refracts the environment through the surface. | | `thickness` | float | `0.0` | Volume thickness for Beer–Lambert transmission absorption. | | `attenuation_color` | color | `[1,1,1,1]` | Transmission absorption tint. | | `attenuation_distance` | float | large | Beer–Lambert absorption distance. | | `uv_scale` | float2 | `[1,1]` | UV tiling applied before every texture sample. | | `uv_offset` | float2 | `[0,0]` | UV offset applied before every texture sample. | | `alpha_cutoff` | range | `0.0` | Mask threshold — fragments with `alpha <` this are discarded (0 = no cutoff). | | `double_sided` | bool | `false` | Flip the shading normal on back faces. | | `receives_fog` | bool | `true` | Whether the screen-space fog passes (height fog, aerial perspective) reach this surface. `false` leaves an opaque deferred draw at the colour it shaded to, however deep in the medium it stands — see below. | ### Emissive authoring The glow output is `emissive × emissive_intensity` (× the `emissive_texture`). The glow **colour** is `emissive`, a vec; the **intensity** over it is `emissive_intensity`, a scalar. So `{ emissive = {0.1, 0.9, 1, 1}, emissive_intensity = 5 }` is a cyan glow at 5×, and it is these two names that `getProperties()` lists and `setProperty` writes. A spelling another engine's convention uses for the same role — `emissive_color`, `emission`, `emissive_tint` — is resolved onto `emissive` when the material is authored, so content carried in from glTF, Unity or Godot reaches the property under the name this shader declares. Where two such spellings meet on one of the two names, the shape of each value says which of them it is: a vec is the colour and a number is the intensity, so `{ emissive_color = {0.2, 0.8, 1, 1}, emissive = 5 }` is the same cyan glow at 5x. Two values of one shape are one property's, and the one written under the name the shader declares applies while the other is named in a warning. A bare positive scalar `emissive` with no colour beside it is the "turn emission on" shorthand and means a white glow at that intensity, so `emissive = 20` on a white material lights up. ### The lobes over the base layer Beyond metallic-roughness, the shading model carries six layers this material declares. Each is gated on its own neutral value, so a material that sets none of them shades as a plain dielectric and each one costs only where it is asked for. | Layer | Turned on by | What it looks like | |---|---|---| | Clearcoat | `clearcoat > 0` | A second dielectric specular lobe on top — car paint, lacquer, a varnished surface. | | Anisotropy | `anisotropy ~= 0` | The highlight stretches along the tangent — brushed metal, a vinyl record. | | Sheen | `sheen_color` above black | A retroreflective rim that brightens toward grazing angles — velvet, satin, dusty cloth. | | Iridescence | `iridescence > 0` | The specular hue shifts with view angle — an oil slick, a soap film, anodised metal, a beetle shell. Thickness picks the colours. | | Subsurface | `subsurface_color` above black | Light wraps past the terminator and glows through thin geometry lit from behind — skin, wax, marble, a leaf. `thickness` gates how much reaches the far side. | | Fibre | `fibre_color` above black | The two offset highlights a strand gives instead of the one a surface gives — hair, fur. Taken around the world tangent as the fibre axis. | All six are evaluated inside the engine's own light loop, once for every light that reaches the surface, so each one is shadowed, attenuated and cone-masked with the base layer it sits over. An oil-slicked wet surface is `iridescence = 1`, an `iridescence_thickness` around 300-500 nm and a low `roughness` over a dark `base_color`. Skin is a warm `subsurface_color` with a `subsurface_radius` near 0.5. Velvet is a `sheen_color` at the fabric's own hue over a dark base. ### Standing outside the fog `receives_fog = 0` declares that the screen-space fog passes — `heightFog` and `aerialPerspective` in `@builtin::systems.atmosphere` — leave this surface at the colour it shaded to. The declaration travels to those passes as a per-pixel surface flag written into the alpha of the G-buffer normal (`@builtin::shaderModules.surface_flags`). Only the deferred G-buffer fragment entry writes that channel, so the declaration reaches the fog from an **opaque** draw on the **deferred** path. A draw the renderer sends through the forward fragment entry — every draw on the forward path, and the transparent phase on either path — writes no G-buffer channel to carry it, and its pixels take the fog like any other. ## Textures (glTF metallic-roughness set) | Slot | Default | Channels | |---|---|---| | `base_color_texture` | white | RGBA albedo (sRGB). | | `roughness_metallic_texture` | white | G = roughness, B = metallic (glTF packing). | | `emissive_texture` | white | RGB emissive (sRGB). | | `normal_texture` | flat-normal | Tangent-space normal map. | | `occlusion_texture` | white | R = ambient occlusion. | Because the engine holds the full `PbrSurface`, the capture tool's debug passes (albedo / roughness / metallic / AO / emissive / world-normal / shadow / depth / motion) all read real material data.
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# hair.shader A hair or fur strand. Its specular is a pair of offset bands rather than one spot: a fibre reflects into a cone around its own axis, so the highlights are taken around the world tangent — which on strand geometry runs root to tip. `fibre_color` tints the second, broader band and is what switches both on; `fibre_shift` sets how far apart they sit and `fibre_roughness` how narrow the first one is. Colour comes from `base_color` times the per-vertex colour, so a groom carries its own root-to-tip gradient under one material. `transmission_color` and `transmission` are the light that carries through a strand — the glow along a backlit edge. Both faces of a ribbon stand for the same round fibre, so back faces are lit like front ones.
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# `bloom` post-process shader The light a bright surface spills into the pixels around it. A half-resolution `bright` pass extracts what stands above `threshold`, a pyramid of `downsample` passes carries it down to 1/64 of the view, and a chain of `upsample` passes carries it back up, blending each octave into the one above it. `composite` adds the result to the scene. `tools.use("pp", "add", "glow", "bloom")` registers it — the shader declares `space: light`, so the effect takes the scene layer: the rendered picture before the UI is drawn, over the scene's own light in a float target, which is where a bloom belongs. ## Passes | Pass | Scale | What it does | |---|---|---| | `bright` | 0.5 | Extracts what stands above `threshold` from a 2x2 block of the scene, soft-kneed by `softKnee`. | | `down1`…`down5` | 0.25 … 0.015625 | Each halves the previous octave's resolution with a 13-tap filter; `down1` also Karis-averages its five taps to keep a single bright texel from dominating. | | `up4`…`up0` | 0.03125 … 0.5 | Each carries the smaller octave up with a 3x3 tent and blends it into the next one by `scatter`. | | `composite` | (view size) | Adds the bloomed image to the scene, scaled by `intensity`. | ## Properties | Property | Default | Range | Meaning | |---|---|---|---| | `threshold` | 1.0 | 0–16 | The brightness the `bright` pass extracts above. | | `softKnee` | 0.5 | 0–1 | How wide the roll-in is around `threshold`, so a surface crossing it brightens rather than pops. | | `intensity` | 0.6 | 0–4 | How much of the bloomed image the `composite` pass adds back to the scene. | | `scatter` | 0.7 | 0–1 | How much of each octave an `upsample` pass blends into the one above it, and so how far the halo carries. | | `levels` | 6 | 1–8 | How many octaves of the pyramid draw. | | `clampMax` | 16 | 0–64 | The per-texel cap the `bright` pass applies before extracting, so one blazing pixel cannot blow out its octave. | `levels` and the 8-texel floor an octave's short side must clear are both read per pass, not baked into the pass list: an octave past either one returns the larger image it was handed unchanged, so a slider drag on `levels` changes what the twelve passes DO and never how many there are. Eleven scratch targets in the scene format, the largest at half the view — about 11 MB at 1080p.
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# PBR Parallax Occlusion Surface shader that extends the engine's Cook-Torrance PBR pipeline with Parallax Occlusion Mapping. Per fragment it ray-marches a height texture in tangent space, discards pixels whose intersection escapes the [0,1] UV tile, softly fades a horizon margin so the discard isn't a hard step, and runs a second short ray-march toward the directional light for self-shadowing. The rest of the fragment shader is the standard PBR you get from `@builtin::shaders.standard` — directional + point lights + cascade shadow map + procedural-sky IBL approximation — so a material using this shader still receives full scene lighting. ## Domain `surface` — bind to a `.material`. ## Files - `shader.wgsl` — vertex + fragment shader. Naga-validated. - `README.md` — this file. ## Texture slots Standard PBR slots plus a sixth `height_texture`: | `@group(1)` binding | Slot name | Notes | |---|---|---| | 1/2 | `base_color_texture` | albedo | | 3/4 | `normal_texture` | tangent-space normals | | 5/6 | `roughness_metallic_texture` | G = roughness, B = metallic (glTF) | | 7/8 | `emissive_texture` | optional emissive | | 9/10 | `occlusion_texture` | optional AO | | 11/12 | `height_texture` | R = depth into surface (0 = at face, 1 = deep) | The engine reflects @group(1) bindings via naga and builds the bind-group layout per shader, so adding the sixth slot needs no Rust changes. ## Parameters The standard `StandardMaterial` uniform fields apply unchanged; the two fields that drive POM are: - `parallax_depth_scale: f32` — max UV offset, in UV-space units. Useful range ~0.05–0.15. **POM is gated on this being > 0** — set it to 0 and the shader degrades to plain textured PBR. It is also the width of the band the tile clip trims inward from the border of the [0,1] tile, since the march never offsets the UV further. - `max_parallax_layer_count: f32` — ray-march iteration cap. 16 reads as stair-stepped at oblique angles; 48–64 is the smooth-quality band; 128 is the cost ceiling. ## Notes - Heightmap convention: **black = at surface, white = deep**. If you bring in a heightmap authored the other way (white = high), invert it in your import step or you'll get inside-out parallax. - The vertex shader is the engine-standard one; the parallax effect is entirely in the fragment shader and uses no extra vertex attributes. - The march runs in the forward `fragment` entry point, so a material using this shader under a deferred camera renders as plain textured PBR. - For curved meshes, tangent-space POM produces mild distortion at high curvature. For roughly-planar surfaces (walls, floors, signs) it looks correct.
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# ps1 A full PS1-style retro shader and a worked example of a **self-shading `fragment()` shader** — one that returns the final pixel itself instead of describing a PBR surface. It emulates the three signature traits of original PlayStation hardware, each mapped onto a generic engine capability: 1. **Vertex snapping** (`vertex_clip`) — the integer-grid vertex wobble, snapping NDC xy to a low-res grid set by `snap_resolution` (low = chunkier). 2. **Per-vertex (Gouraud) lighting** (`vertex_clip` writes `ClipVertex.color`) — the PS1 lit at vertices and the rasterizer interpolated the colour; there was no per-pixel lighting. The shader computes Lambert sun + ambient from the world normal at each vertex and writes it into the vertex colour, which the engine forwards into the interpolated `vertex_color` the fragment reads. Flat, gradient-banded shading — never a per-pixel highlight. 3. **Affine texture mapping** (`FragmentData.affine_uv`) — the PS1 had no perspective-correct UV interpolation, so textures "swim" / warp across triangles. We sample with the engine's non-perspective-correct `affine_uv` channel instead of `uv`, reproducing the warp exactly. On top of those: the texture is quantized to a `tex_resolution`×`tex_resolution` texel grid (the PS1 256×256 texture page) and the final colour is run through a 4×4 Bayer ordered dither + colour-level quantization (the PS1 banded look). No shadow-map sampling — the PS1 had none. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `base_color` | color | `[1,1,1,1]` | Tint multiplied into the texture. | | `snap_resolution` | float | `160` | Vertex-snap grid resolution (lower = chunkier wobble). | | `tex_resolution` | float | `256` | Texture sampled at `tex_resolution`×`tex_resolution` texels (PS1 256×256 page). | | `dither_amount` | float | `0.06` | Strength of the Bayer dither applied before quantization. | | `color_levels` | float | `16` | Number of quantization levels per channel (lower = more banding). | | `base_color_texture` | texture (white) | — | Albedo texture, sampled affinely in `fragment()`. | ## Framework capabilities this exercises - **`ClipVertex` is a post-transform vertex-shading hook**: it carries world-space geometry (`world_normal`, `world_position`) and the sun/ambient light context, and writing its `color` field performs per-vertex (Gouraud) shading — the engine forwards it to the interpolated `vertex_color`. Leave `color` untouched and the mesh's per-vertex colour passes through. - **`FragmentData.affine_uv`** is the primary UV interpolated *without* perspective correction — always available alongside the perspective-correct `uv`. Sample with it for the PS1 swim; sample with `uv` for normal mapping.
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# debugBillboard Camera-facing billboard shader for the debug overlay's icon sprites. Each instance renders a procedural glyph (camera, light, audio, reflection probe, player) selected by glyph id — drawn analytically in the fragment shader, so icons stay crisp at any zoom with no texture atlas. Consumed by the debugViz icon system.
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# Unlit The minimal **unlit** surface shader: it emits `base_color * base_color_texture + emissive` with **no lighting**. Use it for UI-in-world, flat-shaded props, emissive signage, debug geometry — anything that should display its own colour regardless of scene lights. It is the deliberate counterpart to [`pbr`](../pbr.shader/README.md): where PBR carries the full StandardMaterial parameter set (roughness, metallic, normal, clearcoat, transmission, …), `unlit` declares **only** what an unlit surface uses. Authored as a self-shading `fragment()` shader, so it owns the final pixel and works in both the forward and deferred paths via the engine-generated entry points. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `base_color` | color | `1,1,1,1` | Flat colour, multiplied by `base_color_texture`. | | `emissive` | color | `0,0,0,1` | Added on top (multiplied by `emissive_texture`). | | `alpha_cutoff` | range | `0` | `>0` enables masked transparency (discard below the cutoff). | | `uv_scale` | float2 | `1,1` | UV tiling, applied as `uv * uv_scale + uv_offset`. | | `uv_offset` | float2 | `0,0` | UV translation. | | `base_color_texture` | texture | white | Albedo texture. | | `emissive_texture` | texture | white | Emissive mask/texture. | Entity tint (the per-instance `Model`/`SkinnedModel` tint) is applied by the engine after `fragment()` returns, so this shader does not handle it.
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# sheen_film.shader A metallic-roughness surface carrying two lobes the standard material does not: a sheen lobe for fabric, and thin-film iridescence. `sheen` scales the lobe, `sheen_color` tints it and `sheen_roughness` sets its width — a low roughness gives satin's tight rim, a high one velvet's broad glow. `iridescence` blends toward the thin-film response, `iridescence_thickness` (in nanometres) sets which wavelengths interfere and so which hues appear, and `iridescence_ior` sets how strongly the film refracts. Both are off at their defaults, and both are evaluated by the engine's light loop, so they are shadowed and lit like any other surface.
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# loading_bar (screen shader) The world loading-screen progress-bar fill. A horizontal ember→deep orange gradient with a soft highlight that sweeps across it and a faint vertical gloss, so the bar reads as actively working rather than a flat block. Animated entirely by `engine.time`. Drawn as the `backgroundShader` fill of the progress element, whose width is the load fraction.
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# pbrReflective `pbr`, plus a reflection the surface traces for itself against the scene already drawn. Every property means exactly what it means on `pbr`; `screen_reflection` scales how much of the traced reflection reaches the pixel. Reach for this on a surface a reflection PASS cannot serve: anything in the transparent queue — glass, a canopy, a wet sheet, a puddle. A pass traces the surface the depth buffer holds, so it has no pixel to trace for a sheet of glass and no normal to trace with. This fragment has both. ## Why it is a separate shader Whether a shader reads the scene-colour binding is decided from its compiled module, and the surface framework injects `zero::pbr` into every surface shader in the engine. A trace reachable from there would make every material in every scene a scene-colour reader, and the renderer would take the scene-colour copy and route through the sampleable intermediate for every world, reflective or not. Held in this shader, that cost lands on the scenes that asked for it. An opaque surface does not need this: the reflections render feature traces those in one pass, under its own settings, which is cheaper than a march per fragment.
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# deprecatedParticles (deprecated) > **Deprecated.** This belongs to the earlier particle substrate. It stays loadable by identity and guid for content that already uses it; nothing new should use it, and search does not offer it. Particles are procgen sim nodes (`sim.spawn`, `sim.particles`, `sim.shader`) played through an effect: use `@builtin::assetTypes.effect`. The package holds the GPU particle engine module (`engine`), the `deprecatedParticles` module over it, the `DeprecatedParticleEmitter` and `DeprecatedSimpleParticleEmitter` components, the shaders, compute shaders and materials they draw with, and a demo scene. The package's `.metadata` carries the deprecation marker, so every asset inside is deprecated.
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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·
toolbox · born here
❒asset
# ik Look at a rig's bones and at what an IK solve is actually doing. Debugging IK means answering three questions, and none of them can be answered from a screenshot: what are this rig's bones called, where are they right now, and is the chain reaching its target or merely near it. `bones` lists a body's bones with their world positions and parents — the names you need before naming a chain, and the positions you measure against when checking a solve from outside the component. Rigs rarely use the word you would guess: the standard humanoid here calls its feet `Ankle_L` and `Ankle_R`, with no bone containing "foot" anywhere. `reach` reports how far a limb can extend and how far away a point is, both in the same units. A target beyond a limb's reach has no solution — the chain extends straight toward it and stops, which is correct and looks exactly like a broken solver. This is the first thing to check when a solve looks inert. `state` gathers every IK component on an entity and reports what each one is doing, so "is anything solving at all" is one call rather than five.
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▣
module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · tools/pp.toolbox

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