Cold Start
README.md
asc_sky — ASCENSION: sky dome, sun and atmosphere
Controls the sunset itself: the sky dome the finale is seen against, the scene sun and ambient lights, and the elevation curve that drives the whole part's day → dusk → night transition.
This is the publisher of the part's master signal. update returns
{ elev, nightMix, dir, skyGuid }
and the orchestrator hands that table to asc_stars, asc_terrain and
asc_clouds. Because everything downstream keys off ELEV, retiming the
sunset here retimes the star reveal, the ridge haze and the cloud palette
together — which is the intent. Its update hook is mandatory.
Owns
ELEV— sun elevation across the 35 s, the single source of the transition.SUN_INTENSITY— scene brightness, keyed separately from elevation.- The
asc_domeentity: an inverted 900-unit sphere carryingasc_sky_mat. - Suppressing
ProceduralSky.syncSunToLightso the engine's sky bridge cannot re-orient the light out from under the animated sunset. Lighting.applySetupand the sun / ambientLightcomponents it creates.- The
nightandgame_tproperties onasc_sky_mat.
Reads from the orchestrator
Nothing but ctx, t and dt. This module is upstream of every other
aspect.
Boundaries
- The
starsproperty onasc_sky_matbelongs to asc_stars. This module writesnightandgame_tonly. - The sun disk, halo and horizon glow are drawn by
asc_sky.shaderfrominput.light_direction— the shader takes no sun uniform, so the dome's sun follows theLightwritten here through the renderer. Moving the sun means moving that light. Lighting.applySetupcreates thesunandambiententities that theentity.findcalls immediately below it depend on. Those lines are one unit; separating them leaves both ids nil and the sunset silently frozen.