Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Shaders de particules
Particle shaders are a special type of shader that runs before the object is drawn. They are used for calculating material properties such as color, position, and rotation. They are drawn with any regular material for CanvasItem or Spatial, depending on whether they are 2D or 3D.
Particle shaders are unique because they are not used to draw the object itself;
they are used to calculate particle properties, which are then used by a
CanvasItem or Spatial
shader. They contain two processor functions: start()
and process()
.
Unlike other shader types, particle shaders keep the data that was output the previous frame. Therefore, particle shaders can be used for complex effects that take place over multiple frames.
Note
Les shaders de particules sont uniquement disponibles dans des nœuds de particules basées sur le GPU (GPUParticles2D et GPUParticles3D).
CPU-based particle nodes (CPUParticles2D and CPUParticles3D) are rendered on the GPU (which means they can use custom CanvasItem or Spatial shaders), but their motion is simulated on the CPU.
Mode de rendu
Mode de rendu |
Description |
---|---|
keep_data |
Ne pas effacer les données précédentes au redémarrage. |
disable_force |
Désactiver la force d'attracteur. |
disable_velocity |
Ignore |
collision_use_scale |
Scale the particle's size for collisions. |
Variables intégrées
Values marked as in
are read-only. Values marked as out
can optionally be written to and will
not necessarily contain sensible values. Values marked as inout
provide a sensible default
value, and can optionally be written to. Samplers cannot be written to so they are not marked.
Variables intégrées Globales
Les modules intégrés globaux sont disponibles partout, y compris dans les fonctions personnalisées.
Intégré |
Description |
---|---|
in float TIME |
Global time since the engine has started, in seconds. It repeats after every |
in float PI |
A |
in float TAU |
A |
in float E |
An |
Start and Process built-ins
These properties can be accessed from both the start()
and process()
functions.
Fonction |
Description |
---|---|
in float LIFETIME |
Durée de vie des particules. |
in float DELTA |
Durée du processus Delta. |
in uint NUMBER |
Numéro unique depuis le début de l'émission. |
in uint INDEX |
Indice de particule (sur le nombre total de particules). |
in mat4 EMISSION_TRANSFORM |
Transformation de l'émetteur (utilisée pour les systèmes non locaux). |
in uint RANDOM_SEED |
Graine aléatoire utilisée comme base pour le hasard. |
inout bool ACTIVE |
|
inout vec4 COLOR |
Couleur de particule, peut être écrit et accessible dans la fonction vertex du mesh. |
inout vec3 VELOCITY |
La vélocité des particules, peut être modifiée. |
inout mat4 TRANSFORM |
Transformation de particules. |
inout vec4 CUSTOM |
Custom particle data. Accessible from shader of mesh as |
inout float MASS |
Particle mass, intended to be used with attractors. Equals |
in vec4 USERDATAX |
Vector that enables the integration of supplementary user-defined data into the particle process shader.
|
in uint FLAG_EMIT_POSITION |
A flag for using on the last argument of |
in uint FLAG_EMIT_ROT_SCALE |
A flag for using on the last argument of |
in uint FLAG_EMIT_VELOCITY |
A flag for using on the last argument of |
in uint FLAG_EMIT_COLOR |
A flag for using on the last argument of |
in uint FLAG_EMIT_CUSTOM |
A flag for using on the last argument of |
in vec3 EMITTER_VELOCITY |
Velocity of the Particles2D (3D) node. |
in float INTERPOLATE_TO_END |
Value of interp_to_end (3D) property of Particles node. |
in uint AMOUNT_RATIO |
Value of amount_ratio (3D) property of Particles node. |
Note
In order to use the COLOR
variable in a StandardMaterial3D, set vertex_color_use_as_albedo
to true
. In a ShaderMaterial, access it with the COLOR
variable.
Start built-ins
Intégré |
Description |
---|---|
in bool RESTART_POSITION |
|
in bool RESTART_ROT_SCALE |
|
in bool RESTART_VELOCITY |
|
in bool RESTART_COLOR |
|
in bool RESTART_CUSTOM |
|
Process built-ins
Intégré |
Description |
---|---|
in bool RESTART |
|
in bool COLLIDED |
|
in vec3 COLLISION_NORMAL |
A normal of the last collision. If there is no collision detected it is equal to |
in float COLLISION_DEPTH |
A length of normal of the last collision. If there is no collision detected it is equal to |
in vec3 ATTRACTOR_FORCE |
A combined force of the attractors at the moment on that particle. |
Process functions
emit_subparticle()
is currently the only custom function supported by
particles shaders. It allows users to add a new particle with specified
parameters from a sub-emitter. The newly created particle will only use the
properties that match the flags
parameter. For example, the
following code will emit a particle with a specified position, velocity, and
color, but unspecified rotation, scale, and custom value:
mat4 custom_transform = mat4(1.0);
custom_transform[3].xyz = vec3(10.5, 0.0, 4.0);
emit_subparticle(custom_transform, vec3(1.0, 0.5, 1.0), vec4(1.0, 0.0, 0.0, 1.0), vec4(1.0), FLAG_EMIT_POSITION | FLAG_EMIT_VELOCITY | FLAG_EMIT_COLOR);
Fonction |
Description |
---|---|
bool emit_subparticle (mat4 xform, vec3 velocity, vec4 color, vec4 custom, uint flags) |
Emits a particle from a sub-emitter. |