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

dragon_flame

Additive camera-facing flame puff for the `dragon_breath` graph. `data0 = (life, seed, size, 0)`. Noise-carved blob that churns, erodes from the outside in and cools from yellow-white through orange to dull red over its life. Tuned for thousands of overlapping puffs (each carries…

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

dragon_flame

Additive camera-facing flame puff for the dragon_breath graph. data0 = (life, seed, size, 0). Noise-carved blob that churns, erodes from the outside in and cools from yellow-white through orange to dull red over its life. Tuned for thousands of overlapping puffs (each carries a slice of the light).

Each puff is a zero_billboard card turned by its seed and spun over its life in a direction the seed picks. A domain-warped four-octave value noise, scrolling with time, carves the blob's edge, and the threshold rises with life (life * 0.85) so the puff erodes from the rim inward. A faster inner churn layer mixes hotter and cooler tongues through the puff. Temperature combines youth, the dense core and both noise layers, then maps through a five-stop ramp from (0.22, 0.012, 0) to (3.9, 2.3, 0.75). The puff fades in over the first 20 to 30 percent of its life (born thin at the nozzle) and out between 0.55 and 1, and its coverage is scaled by 0.27 (times a churn term) so each of the many stacked puffs carries a slice of the light.

The dragon_breath graph (dragon/dragon_breath.procGraph) draws its flame output with it, additive: a fast bright jet and a slower, wider billow, on cards that grow from 0.55 to 2.6 of their size over life. In the Procgen Effects Showcase world, the fx_breath scene plays that graph. All of its inputs arrive per particle on data0; properties.yaml holds properties: [].

The shader includes @builtin::shaderModules.billboard.

Lanes

LaneCarries
data0.xLife, 0 to 1: drives the spin, erosion, fades and cooling.
data0.ySeed: rotation, spin direction and rate, and the noise offset.
data0.zParticle size, written by the graph.
data0.w0.

Culling

vertexBoundsDilation (float, default 2.5): how far the vertex hook moves a vertex past the mesh, in world units. The culling bounds grow by it, so a card turned to face the camera stays inside them where it reaches past the mesh it was drawn from.

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 noise-carved flame puff for the dragon breath jet, eroding and cooling from yellow-white to dull red over its life.

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/dragon/shaders/dragon_flame.shader

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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