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ten_goo

Ferrofluid goo surface for the crawler creature and its floor puddles: a near-black wet dielectric shaded by the engine forward PBR plus a fake cave-environment fresnel reflection and a subtle oil-slick iridescence at grazing angles. A slow-drifting noise gradient tilts the shading normal so the skin appears to creep even where the mesh is still.

The scatter compute pass (preseed.parts.ten_scatter) feeds it per-vertex color data:

  • r — sheen variation (albedo/brightness jitter)
  • g — eye-spot mask (pale emissive spots that blink open on the body)
  • b — drip freshness (fresh goo runs glossier)
  • a — cavity openness: 1 on open surface, 0 in crevices, which darkens the albedo, roughens the surface, and lets the deep-red vein_color pulse bleed through (driven per frame via the pulse property)

Properties cover the base tint, gloss/crevice roughness, crawl-noise shape, the up/down environment tints with reflect_strength, iridescence strength and frequency, eye and vein emissive colors, and the music-driven pulse.