Builtin Library
README.md
proc.ops.textures
Texture and material source ops: texture.noise and
texture.gradient generate a Texture value (CPU RGBA pixels + a generation
descriptor) from proc.noise, and material.pbr builds a Material value
(shader + metallic-roughness params + named texture slots). The texture.write
/ material.write sinks persist these through asset.create. Part of
@builtin::systems.procgen.proc.