
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngsmoke_billboard.gdshadertest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- smoke_color (vec4 = 0.62, 0.62, 0.65, 1), density (float = 1), noise_scale (float = 3.5), churn_speed (float = 0.35), softness (float = 0.45), roundness (float = 0.7), detail_normal (float = 0.6)
- Use it on
- A QuadMesh; scene lights shade it.
- Result
- A grey puff of smoke lit from one side with soft, churning edges.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/smoke_billboard/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Lit as a single sphere-like shell, not as a volume: no self-shadowing or light scattering. Overlapping puffs are sorted per object, not per pixel. Seven fBm evaluations of four octaves per pixel cost a lot on large puffs.