Omen’s Smoke Bomb from Valorant

Recreation of Omen’s Smoke Bomb from Valorant in Godot!

 

How to use:

Create a new MeshInstance, give it a sphere mesh.

Apply the shader below to it.

Put any type of Noise Texture (<- Idk the license so be careful) in the “Smoke Texture” slot

 

Parameters:

Outer Color – Color of the outer part of the smoke bomb

Inner Color – Color of the inner circle of the smoke bomb

Time Scale – Speed of the the movement of the wind

Smoke Sharpness – Determines how the smoke texture is cut up

Dissolve – Used for making the fade in and fade out of the smoke bomb in your game

Edge Pulse – Strength of the displacement of the edges of the sphere

Apply Inside – Whether the effect should be visible inside the sphere

Smoke texture – Texture used for the smoke effect (Just use some kinda noise texture here)

 

Bonus:

The outer ring with the darker color is actually a separate sphere.

Create a second MeshInstance node and give it a sphere mesh as well.

Make it slightly larger than the inner sphere.

Apply this shader to it:

(THIS SHADER IS FOR THE OUTER SPHEREEE, THE OUTER SPHERE, SCROLL DOWN FOR THE INNER SPHERE SHADER!!!!!!!!)

// Outer Sphere shader for Omen's Smoke Bomb
// Recreation by NekotoArts (CC0 license)

shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D smoke_texture : hint_albedo;

uniform vec4 color : hint_color = vec4(0.13, 0.09, 0.22, 1.0);
uniform float fade_size = 0.016;
uniform float fade_blend = 0.364;
uniform float smoke_sharpness = 0.869;
uniform float time_scale = 0.2;
uniform float height_fade = 3.4;
uniform float scissor = 0.457;

const float PI = 3.1415;

float fresnel(float amount, vec3 normal, vec3 view)
{
	return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}

void fragment(){
	// Smoke Texture
	vec2 smoke_uv = UV - TIME * time_scale;
	vec4 smoke_color = texture(smoke_texture, smoke_uv);
	float smoke_buffer = smoothstep(0.0, smoke_sharpness, smoke_color.r);
	
	// Coloring
	ALBEDO = mix(vec3(0.0), color.rgb, smoke_buffer);
	
	// Fresnel Fade
	float fres = fresnel(2.0, NORMAL, VIEW);
	fres = smoothstep(fade_size, fade_size + fade_blend, fres);
	
	ALPHA = smoke_buffer;
	ALPHA *= clamp(sin(UV.y * PI) * height_fade - (height_fade / 2.0), 0.0, 1.0);
	ALPHA *= fres;
	ALPHA_SCISSOR = scissor;
}

(^^^ For the outer sphere, not the inner one ^^^)

Shader code
// Omen's Smoke Bomb from Valorant
// Recreation by NekotoArts (CC0 License)
// No need for credit, just check out my YT channel maybe?
// I make a lot more Godot stuff there
// https://www.youtube.com/channel/UCD7K_FECPHTF0z5okAVlh0g

shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D smoke_texture : hint_albedo;

uniform vec4 outer_color : hint_color = vec4(0.11, 0.09, 0.2, 1.0);
uniform vec4 inner_color : hint_color = vec4(0.24, 0.2, 0.37, 1.0);
uniform float time_scale = 0.2;
uniform float smoke_sharpness = 0.765;
uniform float dissolve : hint_range(-1.0, 1.0) = -1.0;
uniform float edge_pulse = 0.07;
uniform bool apply_inside = true;

const float PI = 3.1415;

float fresnel(float amount, vec3 normal, vec3 view)
{
	return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}

float saturatef(float a){
	return clamp(a, 0.0, 1.0);
}

void vertex(){
	// Smoke Texture
	vec2 smoke_uv = UV - TIME * time_scale;
	vec4 smoke_color = texture(smoke_texture, smoke_uv);
	VERTEX += NORMAL * smoke_color.r * edge_pulse * sin(UV.y * PI);
}

void fragment(){
	// Check for front or back face
	if (!apply_inside){
		float frontiplier = FRONT_FACING ? 1.0 : -1.0;
		NORMAL *= frontiplier;
	}
	
	// Inner Fresnel
	float fres = fresnel(2, NORMAL, VIEW) * 5.0;
	fres = saturatef(fres);
	fres = 1.0 - fres;
	
	// Outer Fresnel
	float outer_fres = fresnel(5.0, NORMAL, VIEW) * 2.0;
	outer_fres = saturatef(outer_fres);
	
	// Smoke Texture
	vec2 smoke_uv = UV - TIME * time_scale;
	vec4 smoke_color = texture(smoke_texture, smoke_uv);
	float smoke_buffer = smoothstep(0.0, smoke_sharpness, smoke_color.r);
	
	// Overlay Smoke onto Fresnels
	float overlay = mix(fres, 0.5, smoke_buffer);
	overlay = mix(outer_fres, 1.0, overlay);
	
	// Dissolve Effect
	ALPHA = smoothstep(dissolve, 1.0, smoke_color.r);
	ALPHA_SCISSOR = 0.5;
	
	// Coloring the Effect
	vec3 final_color = mix(outer_color.rgb, inner_color.rgb, overlay);
	
	ALBEDO = final_color;
}
Tags
bomb, omen, Smoke, smoke screen, smokescreen, stylized, valorant
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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