Builtin Library
README.md
texture
Textures generated from noise and gradients, the PBR material that consumes them, and textures made on the device from a raster's layers or an author's compute shader.
texture.noise, texture.gradient and material.pbr are defined in
proc.ops.textures; texture.from_raster and texture.from_shader are defined
in this pack's init.luau. This pack is what puts them in the op registry, so
procgen.searchNodes("", { pack = "texture" }) lists the family and
procgen.describeNode("op.<id>") describes any one of them.
Ops
texture.noise— a noise texture (value or gradient noise) mapped between two colours.texture.gradient— a two-colour gradient texture: horizontal, vertical or radial.texture.from_raster— a texture of a raster's layers, made on the device: up to four layers (layers, in channel order) become the red, green, blue and alpha of one texel per cell. A channel no layer fills is 0, and alpha 1.texture.from_shader— a texture an author's.computeShaderdraws on the device, one invocation per texel: the shader writes texeli(row-major, x = i % width) of the one buffer it declaresread_writewith elementvec4<f32>.width,height,count(texels),timeandframeare filled into itsparams:when it declares them.material.pbr— a metallic-roughness material.albedois the base colour, as a Vec4 param or a Texture input.
The textures texture.from_raster and texture.from_shader make stay on the
device, where a material samples them with nothing read back.