# battle_fx
Tracers, muzzle bloom, ichor and dust: four populations, one shader, four
materials. Each copy's brightness and its life come out of one instance lane,
which multiplies the colour and the alpha together so a spent effect costs a
blended draw of nothing. The silhouette is softened against the view angle,
which is what lets a stretched box read as a streak of light and a squashed
sphere as a puff of dust. `lit_amount` hands a population back to the scene's
own lighting, for the things that are dust rather than fire.
▲ 0↑ born
backing path · art/units/fx_dust.material
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.