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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

blast_puff

Soft, domain-warped-fBm sprite used for the blast's fire (mode 0, additive) and lit smoke and dust (mode 1, alpha). Each particle is a camera-facing card (`zero_billboard`) cut to a disc and turned by its seed. Two-octave `fx_noise` fBm warps the coordinates, a four-octave fBm an…

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

blast_puff

Soft, domain-warped-fBm sprite used for the blast's fire (mode 0, additive) and lit smoke and dust (mode 1, alpha). Each particle is a camera-facing card (zero_billboard) cut to a disc and turned by its seed. Two-octave fx_noise fBm warps the coordinates, a four-octave fBm and a finer two-octave fBm erode the disc from the rim, and the domain drifts with the particle's life so the edge curls as it ages. Per-particle colour, life, seed and glow arrive on data0/data1. The sprite is depth-faded against the scene (soft particles) over 1 unit wherever a surface lies behind it; over the sky it keeps its full opacity.

  • Mode 0 (fire) is brightest in the dense middle: the colour runs from 0.55 of the lane colour at the thin edge to 1.25 of it plus a warm (0.5, 0.32, 0.12) boost scaled by glow at the core. It returns the colour multiplied by its coverage, for additive blending.
  • Mode 1 (smoke and dust) lights a sphere normal bumped by the noise: wrapped sun light, half the ambient light, a rim catching the sun, self-shadowing from the noise, and an orange fire underlight (1.0, 0.4, 0.09) that grows with the square of glow on the underside and core.
  • A mode above 1.5 draws a debug ramp from blue to orange over world height 0 to 14.

The wall_blast graph (blast/wall_blast.procGraph) builds two materials from it: fire_mat (mode 0, additive) for the fireball and the white flash cards, and smoke_mat (mode 1, transparent) for the smoke column and cap, the smoke trailing behind flying rock, the dust puffs where rock lands and the dust ring rolling along the ground. The graph sizes each card from the particle's size and life and writes data1 as (life, a random value, a glow ramp over life, a constant erode bias).

The shader includes @builtin::shaderModules.billboard, fx_noise and zero::scene_depth.

Properties

PropertyTypeDefaultMeaning
modefloat0Look selector, range 0 to 1: below 0.5 fire, 0.5 to 1.5 smoke and dust.
vertexBoundsDilationfloat34How 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.rgbColour; HDR for fire.
data0.aPeak opacity.
data1.xLife, 0 at birth to 1 at death; drifts the noise domain.
data1.ySeed: turns the card and offsets the noise.
data1.zGlow 0 to 1: the fire core boost in mode 0 and the fire underlight in mode 1.
data1.wErode bias, subtracted from the shape so a larger value thins the puff.

Interface

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionSoft noise-eroded billboard sprite for the wall blast: additive fire in mode 0 and lit, soft-faded smoke and dust in mode 1.

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shadermodule · born here
❒asset
# fx_noise Procedural noise for effect shaders, as WGSL other shaders include with `#include "fx_noise"`: integer hashes, value and gradient noise in 2D and 3D, fBm and ridged fBm over them, curl noise, and worley (cellular) noise that returns the distance to the nearest feature point and that cell's id. The functions are pure math over their arguments, so a material's fragment shader and a compute shader can both include it and read the same field. Every generator takes an explicit `seed`, so one shader draws several uncorrelated fields from the same coordinates. The hashes mix integers, so a value is the same bit pattern wherever it runs; the float entry points hash a float's bit pattern, with `0.0` and `-0.0` folded together. ```wgsl #include "fx_noise" ``` | Function | Returns | |---|---| | `fx_hash11(x)`, `fx_hash21(p)`, `fx_hash31(p)` | a stable value in [0, 1) for a number or point | | `fx_value_noise2(p, seed)`, `fx_value_noise3(p, seed)` | smooth value noise in [0, 1) | | `fx_gradient_noise2(p, seed)`, `fx_gradient_noise3(p, seed)` | gradient (Perlin-style) noise in [-1, 1], exactly 0 at every integer point | | `fx_fbm2(p, octaves, lacunarity, gain, seed)`, `fx_fbm3(...)` | fractal sum of gradient noise in [-1, 1]: clouds, smoke, rock | | `fx_ridged_fbm3(p, octaves, lacunarity, gain, seed)` | ridged fractal noise in [0, 1]: cracks, crags, veins | | `fx_curl_noise3(p, seed)` | a divergence-free flow vector: swirling smoke and dust | | `fx_worley2(p, seed)`, `fx_worley3(p, seed)` | `{ dist, cell, id }` of the nearest feature point: foam cells, stone, sparkle | | `fx_worley_fbm2(p, octaves, lacunarity, gain, seed)` | fractal cellular noise in [0, 1] | ## Arguments - `p` is an `f32`, `vec2f` or `vec3f` coordinate, matching the function's dimension. - `seed` is a `u32`. - `octaves` is a `u32`, clamped to 1 through `FX_FBM_MAX_OCTAVES` (12). Each octave multiplies the frequency by `lacunarity` and the amplitude by `abs(gain)`, and the fBm functions divide by the summed amplitudes, which keeps the stated range for any gain. Octave `i` uses seed `seed + i * 1013`. ## Building blocks The module also exports the pieces the generators are built from: | Function or item | What it is | |---|---| | `fx_hash_u32(x)`, `fx_hash_u2(x, y)`, `fx_hash_u3(x, y, z)` | Integer avalanche hashes of one, two or three `u32` words, returning a `u32`. | | `fx_unorm(h)`, `fx_snorm(h)` | A hashed `u32` as an `f32` in [0, 1) or [-1, 1), from its top 24 bits. | | `fx_bits(x)` | The `u32` bits of an `f32`, with negative zero folded onto positive zero. | | `fx_hash22(p)`, `fx_hash33(p)` | Two or three decorrelated values in [0, 1) for a 2D or 3D point. | | `fx_lattice_u2(cell, seed)`, `fx_lattice_u3(cell, seed)` | The hashed `u32` a seeded integer lattice corner (`vec2i` or `vec3i`) carries. | | `fx_lattice21(cell, seed)`, `fx_lattice31(cell, seed)` | That corner's value in [0, 1); `fx_value_noise2` at an integer point equals `fx_lattice21` of that point. | | `fx_fade(t)` | The quintic fade `t^3 * (t * (6t - 15) + 10)` used to interpolate across a cell. | | `fx_gradient2(cell, seed)`, `fx_gradient3(cell, seed)` | The unit gradient a seeded lattice corner carries; the 3D one is spread evenly over the sphere. | | `fx_curl_potential3(p, seed)` | The three-component potential `fx_curl_noise3` takes the curl of, by central differences over `FX_CURL_EPSILON` (0.05). | | `fx_cell_point2(cell, seed)`, `fx_cell_point3(cell, seed)` | Where a cell's feature point sits inside the cell, in [0, 1) per axis. | | `fx_cell_id2(cell, seed)`, `fx_cell_id3(cell, seed)` | The id in [0, 1) a cell is tinted by. | | `FxWorley2`, `FxWorley3` | The worley result: `dist` (`f32`), `cell` (`vec2i` or `vec3i`) and `id` (`f32`). | | `FX_TAU` | 2 pi. | `fx_worley2` searches the 3 by 3 cells around the sample and `fx_worley3` the 3 by 3 by 3 cells. `fx_worley_fbm2` sums `1 - dist`, clamped to [0, 1], over its octaves, so feature points read as peaks. ## Used by The waterfall (`wf_particle`, `wf_pool`, `wf_rock`, `wf_sheet`) and wall blast (`blast_puff`, `blast_shock`, `blast_stone`) shaders in this package draw their foam, mist, rock, dust and debris from it, and so does the Procgen Effects Showcase world's `blast_ground`.
▲ 0↑ born
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package · born here
❒asset
# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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backing path · effectShowcase.package/blast/shaders/blast_puff.shader

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