Up to date
This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
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
Particle shaders are only available with GPU-based particle nodes (GPUParticles2D and 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 |
Disable attractor force. |
disable_velocity |
Ignorer la valeur de VELOCITY. |
collision_use_scale |
Scale the particle's size for collisions. |
Variables intégrées¶
Les valeurs marquées comme "in" sont en lecture seule. Les valeurs marquées comme "out" sont pour l'écriture facultative et ne contiendront pas nécessairement de valeurs sensibles. Les valeurs marquées comme "inout" fournissent une valeur par défaut sensible et peuvent éventuellement être réécrites. Les échantillonneurs ne sont pas soumis à l'écriture et ne sont pas marqués.
Variables intégrées Globales¶
Les modules intégrés globaux sont disponibles partout, y compris dans les fonctions personnalisées.
Intégré |
Description |
---|---|
in float TIME |
Temps global, en secondes. |
in float PI |
A |
in float TAU |
A |
in float E |
A |
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 |
Données personnalisées des particules. Accessible depuis le shader de la maille comme INSTANCE_CUSTOM. |
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 Particles node. |
in float INTERPOLATE_TO_END |
Value of |
in uint AMOUNT_RATIO |
Value of |
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. |