Stylized/Galaxy Clouds
For making the spiral shape with a particle shader, the color gradient is a seperate piece of code
Tutorial for implementation is here: https://youtu.be/cJfbT1E4dkg
Shader code
shader_type particles;
uniform float angular_spacing = 0.5;
uniform float outward_amt = 3;
uniform float min_cloud_size = 0.03;
uniform float max_cloud_size = 1.0;
float rand_from_seed(in uint seed) {
int k;
int s = int(seed);
if (s == 0)
s = 305420679;
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
if (s >; uint(16)) ^ x) * uint(73244475);
x = ((x >> uint(16)) ^ x) * uint(73244475);
x = (x >> uint(16)) ^ x;
return x;
}
void vertex(){
if (RESTART){
//create some random seeds
uint alt_seed_1 = hash(uint(INDEX) + uint(1) + RANDOM_SEED);
uint alt_seed_2 = hash(uint(INDEX) + uint(27) + RANDOM_SEED);
uint alt_seed_3 = hash(uint(INDEX) + uint(43) + RANDOM_SEED);
//position clouds in spiral
float pt_index = float(INDEX) + rand_from_seed(alt_seed_1);
pt_index = sqrt(pt_index);
float x = outward_amt*pt_index*cos(angular_spacing*pt_index + 3.142 * float(sign(INDEX%2-1)));
float y = rand_from_seed(alt_seed_2);
float z = outward_amt*pt_index*sin(angular_spacing*pt_index + 3.142 * float(sign(INDEX%2-1)));
TRANSFORM[3].xyz = vec3(x,y,z);
float scale = mix(min_cloud_size,max_cloud_size,1.0-pow(rand_from_seed(alt_seed_3),2));
TRANSFORM[0].x *= scale;
TRANSFORM[1].y *= scale;
TRANSFORM[2].z *= scale;
}
}
I mean pssshhh yeah thats cool and all but can you make bullet trails in 5 mins?
Jk I love your videos dude 😀