rk_flame
Rocket exhaust flame: an additive, camera-facing card (`zero_billboard`) whose shape is eaten away by animated fBm, so a stack of them reads as one turbulent, white-hot plume. Each card is a disc rotated by its own random angle, and a four-octave value noise scrolls through it wi…
rk_flame
Rocket exhaust flame: an additive, camera-facing card (zero_billboard) whose shape is eaten away
by animated fBm, so a stack of them reads as one turbulent, white-hot plume. Each card is a disc
rotated by its own random angle, and a four-octave value noise scrolls through it with time at a
per-card speed so the surface churns. The young flame is nearly a solid disc; as life rises the
noise erodes it more (erosion from 0.25 to 0.95), until the old flame shreds. A hot inner bloom
fades out over the card's life. The colour is the lane colour times the shape and bloom, its opacity
and gain, returned with alpha 1 for additive blending.
The launch graph (launch/launch.procGraph) draws two outputs with it, additive: flameCards
(gain 1.0), the exhaust from the six nozzles, each a tight blinding core wrapped in a wider
turbulent sheath, plus the ignition flash in the trench, and splashCards (gain 0.85), the fire
splashing sideways where the plume hits the ground. Both colour the cards from an HDR ramp that runs
from white-hot (20, 18, 14) to a dark red that fades to nothing, and grow the cards over life. In the Procgen Effects Showcase world, the
fx_launch scene plays the graph.
The shader includes @builtin::shaderModules.billboard.
Properties
| Property | Type | Default | Meaning |
|---|---|---|---|
gain | float | 1.0 | Multiplies the output colour (minimum 0). |
vertexBoundsDilation | float | 14 | 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 | HDR colour, already walked along the particle's life by the graph. |
data0.a | Opacity, multiplied into the colour. |
data1.x | Life, 0 to 1: sets the erosion and fades the inner bloom. |
data1.y | Per-particle random 0 to 1: the card's rotation, noise offset and churn speed. |
data1.z | Named a stretch or turbulence hint in the shader header; the launch graph writes 0 here for its flame cards. |
Scoped to this part · feeds back into the world's score.