Cold Start
- ..
- .metadata170 B
- README.md715 B
- properties.yaml1.1 KB
- shader.wgsl4.4 KB
README.md
sub_sphere
The substance material-array surface shader: one material shades every sphere
in the 9×9 grid. Roughness and metallic derive in-shader from the sphere's
grid position (part-local world position against center + spacing —
roughness sweeps +z, metallic sweeps +x), the albedo ramps porcelain
dielectrics into a silver→gold→copper metal run, and shading is the engine
forward PBR plus a fresnel-weighted, roughness-blurred specular and
hemispheric irradiance from the shared studio_env() — so the metal half of
the array reflects the same cove, softbox ring and rim slits the dome
renders. array_albedo() is mirrored in sub_floor so floor reflections of
the spheres carry the same ramp.