Cold Start
- ..
- .metadata17 B
- README.md1.2 KB
- properties.yaml7.7 KB
- shader.wgsl25.8 KB
README.md
asc_sand
The sand surface for ASCENSION's dune sea, its three static parallax ranges and the flat playa they stand on.
A lit PBR surface — engine sun, ambient dome, point lights and shadow cascades
all arrive through zero_pbr_shade — carrying the three things the deformed mesh
cannot: a wind-aligned ripple in the normal at a 1.4 unit wavelength whose phase
is dragged about by noise so it does not read as a comb, a mid-band relief filling
the gap between the 6.28 unit mesh cell and that ripple, and a grain glint that
is faded out past 40 units because past that it is a sub-pixel feature and drawing
it is aliasing rather than detail. Albedo picks between §3's lit, shadowed and
crest-highlight sand off the surface's own slope and a broad noise; the long
shadow slab under each crest is the sun's own cascade, not a painted term. Finally
the aerial perspective the whole part shares, e-folding at the clock bus's
vis_range toward the dust colour.
There is no vertex hook: asc_dune.computeShader owns this mesh's positions.
silhouette flattens the shading normal toward straight up for the far parallax
ranges, whose job is a shape against the sky rather than a lit surface.