rift_crack
An additive glowing ground crack for ribbons from `geometry.ribbon`: a thin white-hot seam inside a coloured glow, with energy surges running outward from a centre (in world space) and fading with distance (`reach`). On the ribbon `uv.x` runs along the crack and `uv.y` across it.…
rift_crack
An additive glowing ground crack for ribbons from geometry.ribbon: a thin white-hot seam inside a
coloured glow, with energy surges running outward from a centre (in world space) and fading with
distance (reach). On the ribbon uv.x runs along the crack and uv.y across it. The seam is a
tight Gaussian across the ribbon and the glow a wider one in glow_color. Two trains of surges
travel outward from center at different speeds, a slow noise flicker plays over them, and the
brightness falls off as exp(-distance / reach). Fragments dimmer than 0.002 are discarded.
The arcane_rift graph (rift/arcane_rift.procGraph) draws its cracks output with it through
crackMat (additive, culling off, depth writes off). The cracks are ribbons 0.5 wide laid along
eleven trunk lines leaving the tear's rim, wandering on curl noise and forked by curve.branch into
three generations that narrow with each fork. The graph wires gain to its intensity input and
leaves the other properties at their defaults; the default center (-147.5, 0, 148) is the world
position of the ArcaneRift entity in the Procgen Effects Showcase world's fx_rift scene.
The shader includes rift_noise with #include "rift_noise".
Properties
| Property | Type | Default | Meaning |
|---|---|---|---|
gain | float | 1.0 | Multiplies the output (range 0 to 20). |
center | float3 | [-147.5, 0, 148] | World position the surges run out from and the falloff is measured from (only x and z are read). |
reach | float | 3.5 | Distance scale of the falloff, exp(-distance / reach). |
glow_color | color | [1.0, 0.25, 3.2, 1] | Colour of the glow around the seam. |
Scoped to this part · feeds back into the world's score.