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asset⌬ shadershaderprimary: shader.wgsl·originates fromworld 0fc7535e-6…

fx_glow

One additive shader for every small emissive thing in the energy-shield effect. The material's `form` picks the look, and the per-instance lane 0 carries life, brightness and seed. It shades the 3D meshes the `ShieldFx` module builds: the brightness falls off with the angle betwe…

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

fx_glow

One additive shader for every small emissive thing in the energy-shield effect. The material's form picks the look, and the per-instance lane 0 carries life, brightness and seed. It shades the 3D meshes the ShieldFx module builds: the brightness falls off with the angle between the surface normal and the view direction, so each mesh reads as a glowing volume with soft edges. The output colour is multiplied by the lane's brightness and the material's gain.

  • Form 0, tracer streak: along a tapered prism (uv.x 0 at the pointed tail, 1 at the blunt head) the colour runs from color1 in the long fiery tail to a white-hot color2 head.
  • Form 1, soft flare blob: a hot color2 core inside a color1 halo, fading with the square of the remaining life.
  • Form 2, spark: bright along the head of the prism, moving from color2 while hot to color1 as it cools, and fading with life.
  • Form 3, burning fragment: a faceted ember that cools from color2 to dark red with a flicker whose rate comes from the seed, plus a faint color1 glow.

The ShieldFx module draws the effect with four materials made from it, all additive with culling off and depth writes off: fx_streak_mat (form 0, gain 1.0) on the incoming tracers, fx_flare_mat (form 1, gain 1.0) on the impact flares and the flashes where each tracer starts, fx_spark_mat (form 2, gain 1.8) on the sparks, and fx_frag_mat (form 3, gain 1.8) on the burning fragments. Each pool is one GPU-instanced draw whose lane 0 the module writes every frame: the tracer prism, a sphere for flares, the prism again for sparks, and an octahedron shard for fragments. The ShieldFxDriver component runs the module in the fx_shield scene.

Properties

PropertyTypeDefaultMeaning
formfloat0.0Look selector, range 0 to 4: below 0.5 tracer, below 1.5 flare, below 2.5 spark, otherwise burning fragment.
color1color[1.0, 0.45, 0.1, 1.0]The cooler colour: tracer tail, flare halo, cooled spark, fragment glow.
color2color[1.0, 0.9, 0.7, 1.0]The hot colour: tracer head, flare core, hot spark, hot fragment.
gainfloat1.0Multiplies the output colour (range 0 to 20).

Lanes

LaneCarries
data0.xLife, 0 to 1: fades the flare and cools the spark and fragment.
data0.yBrightness, multiplied into the output.
data0.zSeed: the fragment's flicker rate and phase.
data0.w0.

ShieldFx writes (0, 1, 0, 0) for tracers, (age / life, 1, 0, 0) for flares and sparks, and (age / life, 1, seed, 0) for fragments.

Interface

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⌬ Metadata
descriptionAdditive emissive glow for the energy shield effect's tracers, flares, sparks and burning fragments, chosen by form.

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backing path · fx_glow.shader

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