threejs-worldgen
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    Interface StateLookOptions

    Look of the four states. Plain JSON; every value is live through StateLook.uniforms.

    interface StateLookOptions {
        ashColor: string;
        charColor: string;
        crackColor: string;
        crackScale: number;
        crackWidth: number;
        dentStrength: number;
        emberColor: string;
        emberIntensity: number;
        emberScale: number;
        holeThreshold: number;
        leafLoss: number;
        leafScale: number;
        noiseScale: number;
        puddles: number;
        puddleScale: number;
        scorchColor: string;
        snowBreakup: number;
        snowColor: string;
        snowReach: number;
        snowRoughness: number;
        snowScale: number;
        sparkle: number;
        sparkleScale: number;
        streaks: number;
        streakScale: number;
        wetDarkening: number;
        wetRoughness: number;
        wetSaturation: number;
    }
    Index
    ashColor: string

    Ash colour on fully burnt surfaces (#rrggbb).

    charColor: string

    Char colour (#rrggbb).

    crackColor: string

    Crack colour (#rrggbb).

    crackScale: number

    Crack cell frequency, 1/m.

    crackWidth: number

    Crack line width (in cell units, ~0.02…0.2).

    dentStrength: number

    Dent bump strength.

    emberColor: string

    Ember glow colour (#rrggbb).

    emberIntensity: number

    Ember glow intensity (emissive multiplier).

    emberScale: number

    Ember crack frequency, 1/m.

    holeThreshold: number

    Damage above which pieces go missing (needs cutout).

    leafLoss: number

    Share of foliage lost at full burn (needs foliage).

    leafScale: number

    Leaf-loss pattern frequency, 1/m.

    noiseScale: number

    Multiplier on every pattern frequency (raise for small props, lower for huge cliffs).

    puddles: number

    Puddle coverage on flat ground at full wetness (0 = none).

    puddleScale: number

    Puddle pattern frequency, 1/m.

    scorchColor: string

    Light scorch tint at low burn (#rrggbb, multiplied in).

    snowBreakup: number

    Noise amplitude breaking up the snow edge.

    snowColor: string

    Snow colour (#rrggbb).

    snowReach: number

    How far down the sides snow reaches at full snow (0 = only flat tops, 1 = down to vertical).

    snowRoughness: number

    Snow roughness.

    snowScale: number

    Snow edge noise frequency, 1/m.

    sparkle: number

    Snow sparkle strength.

    sparkleScale: number

    Sparkle frequency, 1/m.

    streaks: number

    Strength of drip streaks on vertical faces (0 = none).

    streakScale: number

    Streak frequency, 1/m.

    wetDarkening: number

    How much albedo darkens when soaked (0…1).

    wetRoughness: number

    Roughness of a soaked surface.

    wetSaturation: number

    Saturation of soaked albedo (1 = unchanged).