Log inGet started
World

Cold Start

Branchmain
Commitcfc095f0fc

README.md

tid_hull

The Farjan's skin — one surface shader for her whole ship mesh.

Her livery is carried in the mesh's own vertex colours, so this shader MULTIPLIES its detail onto vertex_color rather than replacing albedo from a sampled base-colour texture. Which treatment a fragment gets is read from the vertex colour's ALPHA: painted shell plating, deckhouse panelling, steelwork, non-skid deck, painted marking, dark glass, or sheltered.

Everything the eye reads as texture on her — shell strakes with staggered butt seams, the shallow dish a plate takes between its frames, salt run down from the hawse pipes, rust bleeding from the freeing ports, the permanently wet band above the boot top, non-skid grit, deckhouse panel lines — is evaluated analytically in HULL-LOCAL space, from hull_origin / hull_x / hull_y written every frame off her transform. That is what keeps the pattern nailed to her while she steams 340 m through the part and heaves four metres in the squall, and it spends no sampled-texture slots (group 0 already holds 7 of the 16 a fragment stage gets).

wetness, gloss and waterline_y are driven from preseed.tides.state; grime, seam_depth and detail_fade are the character knobs.