
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngsoft_particle_depth_fade.gdshadertest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- depth_texture (sampler2D), sprite (sampler2D), tint (vec4 = 0.8, 0.82, 0.88, 0.8), fade_distance (float = 0.6), camera_fade_near (float = 0.3), camera_fade_far (float = 0.8), fade_power (float = 1)
- Use it on
- Optional: a sprite texture with alpha for `sprite` (the bundled material uses a procedural one).
- Result
- Soft grey puffs that blend smoothly into the floor and the crate where they intersect.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/soft_particle_depth_fade/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Only opaque geometry is in the depth buffer; cards do not soften against each other. The gap is measured along the view axis. Unshaded: combine with `smoke_billboard` ideas for lit puffs. Cards are sorted per object.