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asset⌬ materialmaterialprimary: mat.yaml·part ofeffect eggcar.effect·originates fromworld 8d93944b-8…
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# card
A soft, glowing particle card for the eggplant hot-rod's effects: exhaust flame, flame core, smoke, brake sparks and road spray. Each particle draws as a round, soft-edged sprite that faces the camera. With `streak` on, it is drawn as a streak stretched along its motion. Its brightness falls off from the centre.
Over the particle's life (shader_data lane 0, x from 0 at birth to 1 at death), the card fades in over `fade_in`, fades out with `fade`, and shifts colour from `color_start` to `color_end`. The output is premultiplied by coverage, so the same shader serves additive glow (flame, sparks) and premultiplied smoke.
Used by the materials in `game.player.fx.eggcar` (flame, flame_core, smoke, spark, spray).
▲ 1↑ born
# eggcar
The eggplant hot rod's particle effects in Banana 2077's neon-noir style: magenta
afterburner flames, lilac tyre smoke, pale-cyan spray off the wet street, and
white-gold sparks where it rams something. Every particle is a soft camera-facing
card (`shaders/card`) that fades and shifts colour over its life; flames, spray and
sparks are additive streaks stretched along their motion, and the smoke is a
premultiplied puff.
## Entries
| Entry | Plays | How to play it |
|---|---|---|
| `exhaust` | Twin exhaust jets: a soft magenta outer flame round a white-gold core on boost, thin violet puffs on throttle. Runs until stopped. | Rooted on the car (`root = car`): its space is the car's, with the tips at x = +-0.35, y = -0.51, z = 2.32 (behind is +Z). |
| `wake` | Tyre smoke and spray behind the rear wheels, left in world space so it trails behind. Runs until stopped. | Rooted on a world-space parent (the player mount): the car hands it its rear tyres' contact points every frame through `lx ly lz` / `rx ry rz`. |
| `sparks` | One burst of spark streaks that arc, bounce once off the street and burn out orange. Finishes on its own after 50 frames. | `offset` = the contact point in world space. |
## Inputs
- `exhaust.boost` (0-1): how hard the afterburner burns; scales the flame and core streaks.
- `exhaust.throttle` (0-1): how hard the engine pulls; scales the violet puffs.
- `wake.lx`, `wake.ly`, `wake.lz` / `wake.rx`, `wake.ry`, `wake.rz` (m): where the left / right rear tyre meets the road, in the space the play stands in. Plain numbers, so moving them never restarts the particles.
- `wake.smoke` (puffs/s): tyre smoke over both wheels; raise it while drifting or wheelspinning.
- `wake.spray` (drops/s): spray over both wheels; rises with speed on the wet street.
- `sparks.count`: how many sparks the burst throws.
- `sparks.force` (0-3): how hard the hit was; scales spark speed and spread.
- `sparks.ground` (m): height of the street below the burst's origin, where sparks bounce.
## Materials
`flame`, `flame_core`, `spray` and `spark` are additive; `smoke` is premultiplied.
Each sets `color_start`/`color_end`, `intensity`, `softness`, `fade`, `fade_in` and
`streak` on the shared `card` shader.
▲ 0↑ born
backing path · game/player/fx/eggcar.effect/materials/flame_core.material
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