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CosmicClash/Game/shaders/nebula_dust.gdshader
T
Josh Creek 6f5ce488a9 feat: lit particle shader for nebula dust weather effect
Replace NebulaDust's flat unshaded glow material with a custom
ShaderMaterial: a fake per-pixel puff normal on the billboarded quad
feeds a light() override so motes catch the directional light and a
nebula-core color bias, alpha gets a depth-texture soft-particle fade
so motes no longer hard-clip through boundary/decoration geometry,
and a per-particle hash adds subtle sparkle.
2026-08-04 07:42:34 +01:00

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shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled, specular_disabled;
uniform sampler2D albedo_tex : source_color;
uniform sampler2D depth_tex : hint_depth_texture, filter_linear_mipmap;
uniform vec3 core_bias_color : source_color = vec3(1.0, 0.6, 0.85);
uniform float core_bias_amount : hint_range(0.0, 1.0) = 0.35;
uniform float emission_strength : hint_range(0.0, 5.0) = 2.5;
uniform float soft_fade_distance : hint_range(0.0, 5.0) = 1.0;
varying float v_flicker;
void vertex() {
// true billboard: strip rotation from the per-instance modelview, keep translation + scale
mat4 mv = MODELVIEW_MATRIX;
mv[0].xyz = vec3(length(mv[0].xyz), 0.0, 0.0);
mv[1].xyz = vec3(0.0, length(mv[1].xyz), 0.0);
mv[2].xyz = vec3(0.0, 0.0, length(mv[2].xyz));
VERTEX = (mv * vec4(VERTEX, 1.0)).xyz;
// INSTANCE_CUSTOM.x is GPUParticles3D's per-particle random seed, baked at spawn
float seed = INSTANCE_CUSTOM.x;
float flicker_hash = fract(sin((seed + floor(TIME * 6.0)) * 127.1) * 43758.5453);
v_flicker = 0.85 + 0.15 * flicker_hash;
}
void fragment() {
// fake a puff/sphere normal from local UV so a camera-facing billboard can still catch directional light;
// the quad is billboarded to face the camera in vertex(), so this normal is already view-space aligned
vec2 centered = UV * 2.0 - 1.0;
float r2 = dot(centered, centered);
float mask = clamp(1.0 - r2, 0.0, 1.0);
NORMAL = normalize(vec3(centered, sqrt(max(mask, 0.001))));
vec4 tex = texture(albedo_tex, UV);
ALBEDO = tex.rgb * mix(vec3(1.0), core_bias_color, core_bias_amount);
EMISSION = core_bias_color * tex.rgb * emission_strength * 0.15;
ALPHA = tex.a * COLOR.a * mask;
float raw_depth = texture(depth_tex, SCREEN_UV).r;
vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, raw_depth);
vec4 view_pos = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view_pos.xyz /= view_pos.w;
float scene_depth = -view_pos.z;
float particle_depth = -VERTEX.z;
ALPHA *= clamp((scene_depth - particle_depth) / soft_fade_distance, 0.0, 1.0);
}
void light() {
float ndotl = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
DIFFUSE_LIGHT += LIGHT_COLOR * ndotl * ALBEDO * emission_strength * v_flicker * ATTENUATION;
}