Stylized Smoke Shader

how to use :

add the mesh to your particles
set the vars as you please

to get the mesh and a ready scene for you to test here is the Github link:
https://github.com/Loop-Box/Stylized-Smoke-For-Godot4.5.git

 

 

The shader is used as “material_override”

 

 

if you want your smoke to have shadow just:
comment the light function , so from this :

void light(){

}

to this

//void light(){

//}

Shader code
shader_type spatial;
render_mode depth_prepass_alpha;

uniform vec4 Color:source_color;
uniform sampler2D Color_Gradiant:source_color;
uniform sampler2D Vor_Noise:source_color;
uniform sampler2D Alpha_Curve:source_color;

uniform float Fernal_Power;
uniform float Vor_Scale = 3.0;
uniform float Vor_Speed = 1.0;
uniform float Emmision_Power = 1.0;
uniform float Alpha_Clip:hint_range(0.0, 1.0, 0.02) = 1.0;

void fragment() {
	vec2 Move_UV = fract(UV + TIME * Vor_Speed);
	vec4 Sample_Vor_Noise = texture(Vor_Noise,Move_UV * Vor_Scale);
	vec4 Gradiant_Color = texture(Color_Gradiant,vec2(COLOR.a,COLOR.a));
	
	
	ALBEDO = Color.rgb * Gradiant_Color.rgb;
	ALPHA_SCISSOR_THRESHOLD = COLOR.a;
	ALPHA = texture(Alpha_Curve,vec2(Sample_Vor_Noise.r,0.0)).r * clamp(Color.a,0.01,0.99);
	EMISSION = Emmision_Power * Color.rgb * Gradiant_Color.rgb;
}

void light(){

}
Tags
3d, particles, Smoke, stylized
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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