粒子着色器
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.
备注
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.
渲染模式
渲染模式 |
描述 |
---|---|
keep_data |
不要在重启时清除以前的数据. |
disable_force |
Disable attractor force. |
disable_velocity |
Ignore |
collision_use_scale |
为进行碰撞而缩放粒子的大小。 |
内置
Values marked as in
are read-only. Values marked as out
can optionally be written to and will
not necessarily contain sensible values. Values marked as inout
provide a sensible default
value, and can optionally be written to. Samplers cannot be written to so they are not marked.
全局内置
全局的内置在所有地方均可用,包括自定义函数中。
内置 |
描述 |
---|---|
in float TIME |
Global time since the engine has started, in seconds. It repeats after every |
in float PI |
圆周率常量 |
in float TAU |
|
in float E |
|
Start 和 Process 内置
These properties can be accessed from both the start()
and process()
functions.
函数 |
描述 |
---|---|
in float LIFETIME |
粒子寿命。 |
in float DELTA |
处理时间差。 |
in uint NUMBER |
发射开始后的唯一编号。 |
in uint INDEX |
粒子索引(在所有粒子范围内)。 |
in mat4 EMISSION_TRANSFORM |
发射器变换(用于非本地坐标系)。 |
in uint RANDOM_SEED |
随机种子,是随机的基础。 |
inout bool ACTIVE |
当粒子被激活时为 |
inout vec4 COLOR |
粒子的颜色, 可以写入Mesh的顶点函数中, 也可以访问. |
inout vec3 VELOCITY |
粒子的速度,可以修改。 |
inout mat4 TRANSFORM |
粒子变换。 |
inout vec4 CUSTOM |
Custom particle data. Accessible from shader of mesh as |
inout float MASS |
粒子的质量,旨在配合吸引器使用。默认为 |
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 Particles2D (3D) node. |
in float INTERPOLATE_TO_END |
Value of interp_to_end (3D) property of Particles node. |
in uint AMOUNT_RATIO |
Value of amount_ratio (3D) property of Particles node. |
备注
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 内置
内置 |
描述 |
---|---|
in bool RESTART_POSITION |
|
in bool RESTART_ROT_SCALE |
|
in bool RESTART_VELOCITY |
|
in bool RESTART_COLOR |
|
in bool RESTART_CUSTOM |
|
Process 内置
内置 |
描述 |
---|---|
in bool RESTART |
当前为该粒子的第一个处理帧时为 |
in bool COLLIDED |
粒子与粒子碰撞器碰撞时为 |
in vec3 COLLISION_NORMAL |
A normal of the last collision. If there is no collision detected it is equal to |
in float COLLISION_DEPTH |
上一次碰撞的法线长度。未检测到碰撞时等于 |
in vec3 ATTRACTOR_FORCE |
A combined force of the attractors at the moment on that particle. |
Process 函数
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);
函数 |
描述 |
---|---|
bool emit_subparticle (mat4 xform, vec3 velocity, vec4 color, vec4 custom, uint flags) |
Emits a particle from a sub-emitter. |