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.
INFO
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, in seconds. |
in float PI | A PI constant (3.141592 ). A ration of circle's circumference to its diameter and amount of radians in half turn. |
in float TAU | A TAU constant (6.283185 ). An equivalent of PI * 2 and amount of radians in full turn. |
in float E | An E constant (2.718281 ). Euler's number and a base of the natural logarithm. |
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 | true when the particle is active, can be set false . |
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 1.0 by default. |
in vec4 USERDATAX | Vector that enables the integration of supplementary user-defined data into the particle process shader. USERDATAX are six built-ins identified by number, X can be numbers between 1 and 6. |
in uint FLAG_EMIT_POSITION | A flag for using on the last argument of emit_subparticle function to assign a position to a new particle's transform. |
in uint FLAG_EMIT_ROT_SCALE | A flag for using on the last argument of emit_subparticle function to assign the rotation and scale to a new particle's transform. |
in uint FLAG_EMIT_VELOCITY | A flag for using on the last argument of emit_subparticle function to assign a velocity to a new particle. |
in uint FLAG_EMIT_COLOR | A flag for using on the last argument of emit_subparticle function to assign a color to a new particle. |
in uint FLAG_EMIT_CUSTOM | A flag for using on the last argument of emit_subparticle function to assign a custom data vector to a new particle. |
in vec3 EMITTER_VELOCITY | Velocity of the Particles node. |
in float INTERPOLATE_TO_END | Value of interp_to_end property of Particles node. |
in uint AMOUNT_RATIO | Value of amount_ratio property of Particles node. |
INFO
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 | true if particle is restarted, or emitted without a custom position (i.e. this particle was created by emit_subparticle() without the FLAG_EMIT_POSITION flag). |
in bool RESTART_ROT_SCALE | true if particle is restarted, or emitted without a custom rotation or scale (i.e. this particle was created by emit_subparticle() without the FLAG_EMIT_ROT_SCALE flag). |
in bool RESTART_VELOCITY | true if particle is restarted, or emitted without a custom velocity (i.e. this particle was created by emit_subparticle() without the FLAG_EMIT_VELOCITY flag). |
in bool RESTART_COLOR | true if particle is restarted, or emitted without a custom color (i.e. this particle was created by emit_subparticle() without the FLAG_EMIT_COLOR flag). |
in bool RESTART_CUSTOM | true if particle is restarted, or emitted without a custom property (i.e. this particle was created by emit_subparticle() without the FLAG_EMIT_CUSTOM flag). |
Process built-ins
Built-in | Description |
---|---|
in bool RESTART | true if the current process frame is first for the particle. |
in bool COLLIDED | true when the particle has collided with a particle collider. |
in vec3 COLLISION_NORMAL | A normal of the last collision. If there is no collision detected it is equal to vec3(0.0) . |
in float COLLISION_DEPTH | A length of normal of the last collision. If there is no collision detected it is equal to 0.0 . |
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. |