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