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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

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.…

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

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

PropertyTypeDefaultMeaning
gainfloat1.0Multiplies the output (range 0 to 20).
centerfloat3[-147.5, 0, 148]World position the surges run out from and the falloff is measured from (only x and z are read).
reachfloat3.5Distance scale of the falloff, exp(-distance / reach).
glow_colorcolor[1.0, 0.25, 3.2, 1]Colour of the glow around the seam.

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionAdditive glowing ground crack for ribbons, a white-hot seam in coloured glow with energy surges running out from the rift.

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shadermodule · born here
❒asset
# rift_noise Precision-safe integer-hash value noise and fbm (2D, 3D, and y-periodic variants for seamless time scrolling) shared by the arcane rift shaders. The hashes are integer PCG hashes of the lattice cell, so they stay crisp however large the coordinates grow, and every 2D noise can wrap along y with a period in lattice cells, so a field scrolled by time loops seamlessly. The interpolation is the smoothstep curve `f * f * (3 - 2 * f)`. A shader includes it with: ```wgsl #include "rift_noise" ``` The asset folder holds the same source as `module.wgsl` and `init.wgsl`. ## Functions | Function | Arguments | Returns | |---|---|---| | `rn_pcg(v)` | `v: u32` | A PCG-hashed `u32`. | | `rn_hash2(c)` | `c: vec2i`, a lattice cell | A hash of the cell as an `f32` between 0 and 1. | | `rn_hash3(c)` | `c: vec3i`, a lattice cell | A hash of the cell as an `f32` between 0 and 1. | | `rn_noise2p(p, period)` | `p: vec2f`, `period: i32` | 2D value noise between 0 and 1. With `period` above 0, the lattice wraps along y every `period` cells. | | `rn_noise2(p)` | `p: vec2f` | `rn_noise2p(p, 0)`: 2D value noise with `period` 0. | | `rn_fbm2(p)` | `p: vec2f` | Five octaves of `rn_noise2` with amplitudes 0.5, 0.25, 0.125 and so on; each octave rotates and scales the point by the matrix (1.6, 1.2, -1.2, 1.6) and offsets it. | | `rn_fbm2p(p, period)` | `p: vec2f`, `period: i32` | Four octaves of `rn_noise2p`, the frequency and the period doubling each octave so every octave wraps along y with the base period. | | `rn_noise3(p)` | `p: vec3f` | 3D value noise between 0 and 1. | | `rn_wrap(t, period)` | `t: f32`, `period: f32` | `t` wrapped into [0, period), to keep a time-scrolled coordinate small. | ## Used by - `rift_core`: `rn_fbm2` and `rn_noise2` for the tear's jagged edge, the abyss swirl, the rim flicker and the halo tongues. - `rift_crack`: `rn_wrap` for the surge trains and `rn_noise2` for the flicker. - `rift_mote_cluster`: `rn_hash3` for each sub-mote's id and `rn_wrap` for its orbit and twinkle. - `rift_plume`: `rn_wrap` and `rn_fbm2p` with a period of 16 for the climbing wisps.
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package · born here
❒asset
# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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