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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

rk_smoke

Billowing smoke or steam puff: an alpha-blended, camera-facing card (`zero_billboard`). A soft body is broken up by two layers of four-octave value noise, so overlapping puffs merge into one rolling mass. Each card is rotated by its random value and turns slowly over life. The de…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

rk_smoke

Billowing smoke or steam puff: an alpha-blended, camera-facing card (zero_billboard). A soft body is broken up by two layers of four-octave value noise, so overlapping puffs merge into one rolling mass. Each card is rotated by its random value and turns slowly over life. The density's gradient gives a lumpy normal, lit by the sun direction projected into the card's plane and un-rotated so the light stays fixed on screen. The lighting uses fixed values: a cool sky fill (0.20, 0.22, 0.28) plus the sun's normalised colour, scaled by sun_gain and brightness, with thick middles shadowed by their own mass. A warm exhaust underglow (3.0, 1.05, 0.28), scaled by the lane's heat and glow_gain, is strongest on the underside and where the puff is thin. The alpha is the density times the lane opacity and opacity, faded against the scene behind it over depth_fade and faded in over ground_fade above world height 0.

The launch graph (launch/launch.procGraph) draws two outputs with it, transparent: smokeCards, the smoke born where the exhaust hits the ground, pushed out of the trench mouths and trailing the climbing vehicle (sun_gain 0.8, depth_fade 2.5, ground_fade 0.6, heat 1.0 at birth falling to 0 by half its life), and steamCards, the white deluge steam during the countdown (sun_gain 0.8, glow_gain 0.8, depth_fade 2.0, ground_fade 0.5, heat 0.7 falling to 0 by 0.4 of its life). In the Procgen Effects Showcase world, the fx_launch scene plays the graph.

The shader includes @builtin::shaderModules.billboard and zero::scene_depth.

Properties

PropertyTypeDefaultMeaning
opacityfloat1.0Multiplies the alpha (minimum 0).
sun_gainfloat1.0Multiplies the sun term (minimum 0).
glow_gainfloat1.0Multiplies the exhaust underglow (minimum 0).
depth_fadefloat1.5Distance over which the puff fades into the scene behind it (minimum 0).
ground_fadefloat0.35World height over which the puff fades in above height 0 (minimum 0.01).
brightnessfloat1.0Multiplies the lit colour (minimum 0).
vertexBoundsDilationfloat15How far the vertex hook moves a vertex past the mesh, in world units: the culling bounds grow by it so a moved vertex stays inside them.

Lanes

LaneCarries
data0.rgbTint.
data0.aOpacity; also scales the underglow.
data1.xLife, 0 to 1: the card's slow turn.
data1.yRandom 0 to 1: rotation and noise offset.
data1.zHeat 0 to 1: how much exhaust light the puff catches.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionAlpha-blended billowing smoke or steam puff with screen-fixed sun lighting, exhaust underglow and soft depth fades.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

5items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · effectShowcase.package/launch/shaders/rk_smoke.shader

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.
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Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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