Log inGet started
✦
shader · drop-in viewer
asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

dragon_ember

Glowing ember mote (additive billboard) for the `dragon_breath` graph. `data0 = (life, seed, size, 0)`. Flickers, cools from yellow-orange to dull red and fades as it settles. Each mote is a camera-facing card (`zero_billboard`) drawn as a soft disc. The flicker is `0.55 + 0.45 *…

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

dragon_ember

Glowing ember mote (additive billboard) for the dragon_breath graph. data0 = (life, seed, size, 0). Flickers, cools from yellow-orange to dull red and fades as it settles. Each mote is a camera-facing card (zero_billboard) drawn as a soft disc. The flicker is 0.55 + 0.45 * sin(time * rate + seed * 40) with a per-mote rate between 14 and 34 from the seed. The colour runs from (6.0, 2.4, 0.5) to (1.2, 0.12, 0.01) as heat 1 - 1.3 * life falls; the mote fades in over the first 5 percent of its life and out between 0.6 and 1. It returns the colour times its coverage, for additive blending.

The dragon_breath graph (dragon/dragon_breath.procGraph) draws its embers output with it, additive: embers shot out along the jet and kicked up where the flame hits the courtyard floor, on cards that shrink from 1.0 to 0.6 of their size over life. In the Procgen Effects Showcase world, the fx_breath scene plays that graph. All of its inputs arrive per particle on data0; properties.yaml holds properties: [].

The shader includes @builtin::shaderModules.billboard.

Lanes

LaneCarries
data0.xLife, 0 to 1: drives the fades and the cooling.
data0.ySeed: the flicker's rate and phase.
data0.zParticle size, written by the graph.
data0.w0.

Culling

vertexBoundsDilation (float, default 0.1): how far the vertex hook moves a vertex past the mesh, in world units. The culling bounds grow by it, so a card turned to face the camera stays inside them where it reaches past the mesh it was drawn from.

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
descriptionAdditive flickering ember mote for the dragon breath effect that cools from yellow-orange to dull red as it 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/dragon/shaders/dragon_ember.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.
⌬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.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.