Up to date
This page is up to date for Godot 4.3
.
If you still find outdated information, please open an issue.
Particle shaders¶
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.
Render modes¶
Render mode |
Description |
---|---|
keep_data |
Do not clear previous data on restart. |
disable_force |
Disable attractor force. |
disable_velocity |
Ignore VELOCITY value. |
collision_use_scale |
Scale the particle's size for collisions. |
Built-ins¶
Values marked as "in" are read-only. Values marked as "out" are for optional writing and will not necessarily contain sensible values. Values marked as "inout" provide a sensible default value, and can optionally be written to. Samplers are not subjects of writing and they are not marked.
Global built-ins¶
Global built-ins are available everywhere, including custom functions.
Built-in |
Description |
---|---|
in float TIME |
Global time since the engine has started, in seconds. It repeats after every 3,600
seconds (which can be changed with the
rollover
setting). It's not affected by time_scale or
pausing. If you need a |
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.
Function |
Description |
---|---|
in float LIFETIME |
Particle lifetime. |
in float DELTA |
Delta process time. |
in uint NUMBER |
Unique number since emission start. |
in uint INDEX |
Particle index (from total particles). |
in mat4 EMISSION_TRANSFORM |
Emitter transform (used for non-local systems). |
in uint RANDOM_SEED |
Random seed used as base for random. |
inout bool ACTIVE |
|
inout vec4 COLOR |
Particle color, can be written to and accessed in mesh's vertex function. |
inout vec3 VELOCITY |
Particle velocity, can be modified. |
inout mat4 TRANSFORM |
Particle transform. |
inout vec4 CUSTOM |
Custom particle data. Accessible from shader of mesh as 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¶
Built-in |
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¶
Built-in |
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);
Function |
Description |
---|---|
bool emit_subparticle (mat4 xform, vec3 velocity, vec4 color, vec4 custom, uint flags) |
Emits a particle from a sub-emitter. |