What it does
glow
The lit half of the combat effect family. Every effect in combat/ draws its
light through combat_glow — one additive material carrying four forms — and
this module is where the family agrees on what each instance-data lane means,
leases the card a form is drawn on, and writes a frame's state onto it.
local Glow = require("@builtin::systems.effects.combat.glow")
local card = Glow.ball(ctx, "muzzle_bloom", position, 0.7)
Glow.write(card, {
form = Glow.BLOOM, age = 0.3, color = { 1.0, 0.86, 0.55 }, gain = 8,
a = 0.55, b = 1.4,
})
| Form | Card | Shape scalars |
|---|---|---|
Glow.BLOOM | Glow.ball — a sphere | raggedness, edge falloff |
Glow.RING | Glow.disc — a plane across a normal | radius 0..1, thickness 0..1, ripple |
Glow.STREAK | Glow.rod — a rod along the flight path | head 0..1, tail 0..1, head sharpness |
Glow.BOLT | the same rod | head 0..1, core half-length 0..1, trail 0..1, pulse |
A rod covers the whole flight path and the shader lights the part of it the round has reached, so a tracer's geometry is seated once and nothing about it moves per frame.
Discussion
Scoped to this part · feeds back into the world's score.
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