Blacksite/assets/materials/surface_tint.ron
Rbanh 0798aa5d57 Build renderer and material component foundations
Add dedicated skinned rendering, pose restoration, shared Material and Material Instance slots, registry-driven components, Surface/Solari integration, transactional schema upgrades, navigation authoring, documentation, and evaluation evidence.
2026-07-12 00:24:06 -04:00

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(
schema_version: 1,
label: "Surface Tint",
shader: Some("assets/shaders/surface_tint.shader.ron"),
shader_ref: None,
render_state: (
alpha_mode: Opaque,
alpha_cutoff: 0.5,
double_sided: false,
),
material: (
shader: (
kind: Custom,
schema_path: Some("assets/shaders/surface_tint.shader.ron"),
shader_path: Some("assets/shaders/surface_tint.wgsl"),
),
base_color: (
r: 0.12,
g: 0.42,
b: 0.95,
a: 1.0,
),
metallic: 0.15,
roughness: 0.28,
emissive_color: (
r: 0.02,
g: 0.08,
b: 0.25,
a: 1.0,
),
emissive_intensity: 3.0,
base_color_texture: None,
emissive_texture: None,
normal_map_texture: None,
metallic_roughness_texture: None,
material_asset_path: None,
parameters: [
(
name: "tint",
value: Color((
r: 0.12,
g: 0.42,
b: 0.95,
a: 1.0,
)),
),
(
name: "roughness",
value: Float(0.28),
),
(
name: "metallic",
value: Float(0.15),
),
(
name: "emissive",
value: Color((
r: 0.02,
g: 0.08,
b: 0.25,
a: 1.0,
)),
),
(
name: "emissive_intensity",
value: Float(3.0),
),
],
textures: [],
),
)