
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscnfire_billboard.gdshaderinspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded, blend_add, cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- core_color (vec4 = 1, 0.95, 0.6, 1), mid_color (vec4 = 1, 0.5, 0.08, 1), tip_color (vec4 = 0.6, 0.05, 0.02, 1), rise_speed (float = 1.6), noise_scale (float = 5), distortion (float = 0.35), flame_width (float = 0.55), flame_height (float = 0.9) and 1 more
- Use it on
- A QuadMesh placed where the fire burns; its bottom edge is the base of the flame.
- Result
- A flickering flame with a pale core and red tips that faces the camera from every angle.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/fire_billboard/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
A single card: seen from directly above the flame flattens. Additive blending means it cannot occlude and looks weak on bright backgrounds. It casts no light; add an OmniLight3D for that.