fx_puff.shader
- .metadata17 B
- README.md689 B
- preview.png24.4 KB
- properties.yaml96 B
- shader.wgsl3.7 KB
README.md
fx_puff
Surface shader for the car-effects puff population (nring.carfx): camera-facing
cards drawn as one hardware-instanced draw. Each card reads its look from its
instance lanes: lane0 = linear albedo + opacity, lane1 = shape (0 a billowing
noise-rimmed smoke puff, 1 a hard-edged turf/dirt clump), seed, age 0..1.
Smoke is lit as a translucent medium — wrapped sun on a rounded, up-leaning
normal, a forward-scattering glow when backlit, sky ambient, and the sun's
shadow map — so a burnout cloud reads white in sun and grey in shade. Clumps are
lit as small rough solids. Soft-faded where a card meets the ground or the car
(scene-depth fade). Alpha-blended, no depth write.