Spatial particle shader

A shader made to be used within particle system, with a rich feature set.

Detailed instructions here

Shader code
shader_type spatial;
render_mode cull_back, diffuse_burley,specular_schlick_ggx;

uniform float emission_energy = 0.0;
uniform sampler2D emission_over_life: hint_white;
uniform float alpha = 1.0;
uniform sampler2D texture1 : hint_white;
uniform sampler2D texture2 : hint_white;
uniform vec2 texture1_offset;
uniform vec2 texture1_scale = vec2(1.0);
uniform vec2 texture1_pan_direction = vec2(1.0, 0.0);
uniform float texture1_pan_speed = 0.0;
uniform vec2 texture2_offset;
uniform vec2 texture2_scale = vec2(1.0);
uniform vec2 texture2_pan_direction = vec2(1.0, 0.0);
uniform float texture2_pan_speed = 0.0;
uniform int mix_mode = 0;
uniform bool alpha_erosion = true;
uniform sampler2D dissolve_texture : hint_black;
uniform float erosion_smoothness = 1.0;
uniform float particle_billboard_blend = 1.0;
uniform bool use_heightmap = false;
uniform float height_amount = 0.3;
uniform sampler2D height_texture;
uniform sampler2D normal_texture;
uniform bool use_index_offset = false;
uniform bool use_proximity_fade = false;
uniform float proximity_fade_distance = 0.3;
uniform bool use_particle_animation = false;
uniform bool particle_animation_resize = true;
uniform float particles_anim_h_frames = 1.0;
uniform float particles_anim_v_frames = 1.0;
uniform bool particles_anim_loop = false;
uniform bool rotate_y = false;
uniform bool camera_fade = false;
uniform float distance_fade_min = 0.0;
uniform float distance_fade_max = 2.0;

varying float lifetime;
varying float index;


mat4 rot_y(float angle){
	float cos_a = cos(angle);
	float sin_a = sin(angle);
	return mat4(
		vec4(cos_a, 0.0, sin_a, 0.0),
		vec4(0.0, 1.0, 0.0, 0.0),
		vec4(-sin_a, 0.0, cos_a, 0.0),
		vec4(0.0, 0.0, 0.0, 1.0)
	);
}

void vertex(){
	
	float h_frames = float(particles_anim_h_frames);
	float v_frames = float(particles_anim_v_frames);
	if (particle_animation_resize){
		VERTEX.xy /= vec2(h_frames, v_frames);
	}
	float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);
	float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));
	if (!particles_anim_loop) {
		particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);
	} else {
		particle_frame = mod(particle_frame, particle_total_frames);
	}	UV /= vec2(h_frames, v_frames);
	UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);
	if (rotate_y){
		VERTEX = (rot_y(INSTANCE_CUSTOM.x) * vec4(VERTEX, 1.0)).xyz;
	}
	if (use_heightmap){
		VERTEX += NORMAL * height_amount * texture(height_texture, UV).r;
	}
	
	mat4 mat_world = mat4(
		mix(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]), WORLD_MATRIX[0], particle_billboard_blend),
		mix(normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]), WORLD_MATRIX[1], particle_billboard_blend),
		mix(normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]), WORLD_MATRIX[2], particle_billboard_blend),
		WORLD_MATRIX[3]);
	mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));
	MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;
	
	lifetime = INSTANCE_CUSTOM.y;
	index = float(INSTANCE_ID);
}

void fragment(){
	vec2 additional_offset = vec2(0.0);
	if (use_index_offset){
		additional_offset += 0.37 * float(index);
	}
	vec4 color1 = texture(texture1, vec2(UV*texture1_scale + texture1_offset + additional_offset + normalize(texture1_pan_direction) * texture1_pan_speed * lifetime));
	vec4 color2 = texture(texture2, vec2(UV*texture2_scale + texture2_offset + additional_offset +normalize(texture2_pan_direction) * texture2_pan_speed * lifetime));
	vec4 final_color;
	if (mix_mode == 0){
		final_color = color1 * color2;
	} else if (mix_mode == 1){
		final_color = color1 + color2;
	}
	ALBEDO = max(COLOR.rgb * final_color.rgb, vec3(0.0));
	ALPHA = final_color.a;
	if (alpha_erosion){
		float erosion = texture(dissolve_texture, UV).r;
		ALPHA *= alpha * 
			smoothstep(
				1.0 - erosion_smoothness,
				1.0,
				(erosion + 1.0) - (1.0 - COLOR.a) * 2.0
				);
		ALPHA = clamp(ALPHA, 0.0, 1.0);
	} else {
		ALPHA *= alpha * COLOR.a;
	}
	
	if(use_proximity_fade ){
		float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;
		vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);
		world_pos.xyz/=world_pos.w;
		ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);
	}
	if (camera_fade){
		ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);
	}
	if(use_heightmap){
		NORMALMAP = texture(normal_texture, UV).rgb;
	}
	ALPHA = clamp(ALPHA, 0.0, 1.0);
	EMISSION = ALBEDO * emission_energy * texture(emission_over_life, vec2(lifetime)).r * ALPHA;
	
}
Tags
particles
The shader code and all code snippets in this post are under MIT license and can be used freely. 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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