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asset⌬ shadershader·originates fromworld db2c16ac-a…

tid_glow

Everything on the Farjan that is burning, on one mesh and one draw: her lit saloon window bands, the lenses of her deck lights and floods, and her navigation lamps.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

tid_glow

Everything on the Farjan that is burning, on one mesh and one draw: her lit saloon window bands, the lenses of her deck lights and floods, and her navigation lamps.

Both the colour and the drive come from the mesh's vertex data — vertex_color.rgb is what the lamp is, vertex_color.a is how hard it burns. A material's emissive is one colour for the whole draw, so a single emissive material makes every window, every flood and both sidelights the same thing; carrying it per vertex is what lets a dark cabin sit between two lit ones and a red sidelight sit beside a white masthead without a second entity.

emissive_intensity is the global level, driven per frame by the part as the sun goes. The alpha drive tops out at 2.4 and the part never pushes the level past 1.25, so the hottest lamp on the ship lands at 3.0.

Interface

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This asset doesn't declare a schema or structured payload.

Sub-parts

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This part has no composite children. See the Files segment for its leaf payloads.
backing path · preseed/tides/tid_glow.shader

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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