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

fxFlash

The bloom of a discharge, drawn procedurally on a card for additive blending. With `shape` 0 it is a ragged star facing the camera (`zero_billboard`): five to seven spikes of hashed length and turn around a white-hot core, each spike brightest at its root and fading to its tip. W…

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

fxFlash

The bloom of a discharge, drawn procedurally on a card for additive blending. With shape 0 it is a ragged star facing the camera (zero_billboard): five to seven spikes of hashed length and turn around a white-hot core, each spike brightest at its root and fading to its tip. With shape above 0.5 it is a tongue of flame on a card turned onto the element's Y axis (zero_billboard_streak), running from the middle of the card (the muzzle) to its tip along +Y, wavering at its edges and cooling toward the tip, on the half of the card between its middle and its +Y end. The petals are re-seeded every 1/30 s of world time, so a flash held for more than one frame flickers. The colour is the element's data0 colour over the shape, plus a white (1.0, 0.95, 0.85) core scaled by the colour's brightest channel.

The combat graphs beside it in combat/ draw with it as fxFlash, additive. The impact graph draws two stars (shape 0) at the point of impact for three frames. The muzzleFlash graph draws three stars turned apart by their seeds (shape 0) and one tongue of flame down the bore (shape 1). Both colour the flash from an HDR ramp that falls to black over its short life. The bench_mixed scene places both graphs and the main scene places muzzleFlash.

The shader includes @builtin::shaderModules.billboard.

Properties

PropertyTypeDefaultMeaning
gainfloat1.0Multiplies the output colour.
shapefloat0.00 draws the camera-facing star; above 0.5 draws the tongue along the element's Y axis.
vertexBoundsDilationfloat5How 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.rgbThe element's colour in linear HDR.
data1.xSeed that turns and re-sizes the petals; the shader adds a step every 1/30 s.

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 muzzle and impact flash card: a ragged camera-facing star or a tongue of flame along the element's axis.

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/combat/shaders/fxFlash.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.