cloister_shaft
A shaft of sun falling through a hole in the cloister roof. The mesh is an open cone; this shader turns that shell into a volume — brightest where the eye looks straight through the middle, gone at the silhouette, thinning at both ends, and carrying the slow boil of dust that is…
cloister_shaft
A shaft of sun falling through a hole in the cloister roof. The mesh is an open cone; this shader turns that shell into a volume — brightest where the eye looks straight through the middle, gone at the silhouette, thinning at both ends, and carrying the slow boil of dust that is what makes a beam visible at all.
The mesh must be built with uv.y running 0 at the roof to 1 at the floor;
top_fade and bottom_fade read it. Written premultiplied with alpha 0, so the
beam ADDS and never occludes what is behind it — a material using it wants
type: transparent, cull: none, _ALPHAPREMULTIPLY_ON. drift is cosmetic
motion in the dust and changes no game state.
Scoped to this part · feeds back into the world's score.