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93 lines
6.5 KiB
ReStructuredText
93 lines
6.5 KiB
ReStructuredText
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.. _doc_particle_shader:
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Particle shaders
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================
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Particle shaders are a special type of vertex shader that runs before the
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object is drawn. They are used for calculating material properties such as
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color, position, and rotation. They are drawn with any regular material for
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CanvasItem or Spatial, depending on whether they are 2D or 3D.
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Particle shaders are unique because they are not used to draw the object
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itself; they are used to calculate particle properties, which are then used
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by the CanvasItem of Spatial shader. They contain only a vertex processor
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function that outputs multiple properties (see built-ins below).
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Particle shaders use a transform feedback shader, which is a special type of
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vertex shader that runs on its own. It takes in data in a buffer like a regular
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vertex shader does, but it also outputs to data buffers instead of outputting
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to the fragment shader for pixel-processing. Because of this, transform feedback
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shaders can build on themselves each run, unlike other shaders that discard the
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data they have calculated once they draw to the frame buffer.
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.. note:: Particle shaders are only available in the GLES3 backend. If you need
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particles in GLES2, use :ref:`CPUParticles <class_CPUParticles>`.
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Render modes
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^^^^^^^^^^^^
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+---------------------------------+----------------------------------------------------------------------+
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| Render mode | Description |
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+=================================+======================================================================+
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| **keep_data** | Do not clear previous data on restart. |
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+---------------------------------+----------------------------------------------------------------------+
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| **disable_force** | Disable attractor force. (Not currently implemented in 3.1) |
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+---------------------------------+----------------------------------------------------------------------+
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| **disable_velocity** | Ignore **VELOCITY** value. |
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+---------------------------------+----------------------------------------------------------------------+
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Built-ins
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^^^^^^^^^
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Values marked as "in" are read-only. Values marked as "out" are for optional writing and will
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not necessarily contain sensible values. Values marked as "inout" provide a sensible default
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value, and can optionally be written to. Samplers are not subjects of writing and they are
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not marked.
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Global built-ins
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^^^^^^^^^^^^^^^^
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Global built-ins are available everywhere, including custom functions.
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+-------------------+--------------------------+
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| Built-in | Description |
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+===================+==========================+
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| in float **TIME** | Global time, in seconds. |
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+-------------------+--------------------------+
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Vertex built-ins
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^^^^^^^^^^^^^^^^
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In order to use the ``COLOR`` variable in a SpatialMaterial, set ``use_vertex_as_albedo``
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to ``true``. In a ShaderMaterial, access it with the ``COLOR`` variable.
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+---------------------------------+-------------------------------------------------------------------------------------+
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| Built-in | Description |
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+=================================+=====================================================================================+
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| inout vec4 **COLOR** | Particle color, can be written to and accessed in mesh's vertex function. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| inout vec3 **VELOCITY** | Particle velocity, can be modified. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| out float **MASS** | Particle mass, use for attractors (not implemented in 3.1). |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| inout bool **ACTIVE** | ``true`` when Particle is active, can be set to ``false``. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in bool **RESTART** | ``true`` when particle must restart (lifetime cycled). |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| inout vec4 **CUSTOM** | Custom particle data. Accessible from shader of mesh as **INSTANCE_CUSTOM**. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| inout mat4 **TRANSFORM** | Particle transform. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in float **LIFETIME** | Particle lifetime. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in float **DELTA** | Delta process time. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in uint **NUMBER** | Unique number since emission start. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in int **INDEX** | Particle index (from total particles). |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in mat4 **EMISSION_TRANSFORM** | Emitter transform (used for non-local systems). |
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+---------------------------------+-------------------------------------------------------------------------------------+
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| in uint **RANDOM_SEED** | Random seed used as base for random. |
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+---------------------------------+-------------------------------------------------------------------------------------+
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