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…
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
| Property | Type | Default | Meaning |
|---|---|---|---|
gain | float | 1.0 | Multiplies the output colour. |
shape | float | 0.0 | 0 draws the camera-facing star; above 0.5 draws the tongue along the element's Y axis. |
vertexBoundsDilation | float | 5 | How 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
| Lane | Carries |
|---|---|
data0.rgb | The element's colour in linear HDR. |
data1.x | Seed that turns and re-sizes the petals; the shader adds a step every 1/30 s. |
Scoped to this part · feeds back into the world's score.