battle_fx
Tracers, muzzle bloom, ichor and dust: four populations, one shader, four materials. Each copy's brightness and its life come out of one instance lane, which multiplies the colour and the alpha together so a spent effect costs a blended draw of nothing. The silhouette is softened…
battle_fx
Tracers, muzzle bloom, ichor and dust: four populations, one shader, four
materials. Each copy's brightness and its life come out of one instance lane,
which multiplies the colour and the alpha together so a spent effect costs a
blended draw of nothing. The silhouette is softened against the view angle,
which is what lets a stretched box read as a streak of light and a squashed
sphere as a puff of dust. lit_amount hands a population back to the scene's
own lighting, for the things that are dust rather than fire.
Scoped to this part · feeds back into the world's score.