Class Fx
EMISSIVE hook, so they pair well with PostProcess.setBloom. Those that
fade out need an alpha blended or additive render state; each says so.-
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final StringFLOATprogress or strength, 0 to 1: how dissolved, how charged.static final StringVEC3the effect's main colour.static final StringVEC3its second colour: an edge, a core, a hot spot.static final StringVEC4a world point (xyz) and the time (w) it was hit, for ripples.static final StringFLOATpattern repeats per unit.static final StringFLOATanimation speed multiplier. -
Method Summary
Modifier and TypeMethodDescriptionstatic ShaderMaterialbeam()A beam or laser along the texture's u: a white hot core, a coloured sheath and energy streaming along it.static ShaderMaterialdissolve()Burns the surface away: pixels vanish asAMOUNTrises from 0 to 1, with a glowingCOLORedge ahead of the hole.static ShaderMaterialfire()Flames on a camera facing quad: v runs from the base (0) to the tips (1).static ShaderMaterialA force field bubble: a honeycomb that lights up at the silhouette and ripples out from the last hit (HIT).static ShaderMaterialhologram()A hologram: scan lines climbing the surface, a bright rim, flicker and see-through body.static ShaderMaterialportal()A swirling portal on a disc or quad centred on uv (0.5, 0.5): spiral arms pulled toward a bright rim and a dark centre.static ShaderMaterialpulse()A damage flash and pulse: the surface keeps its look and glowsCOLORbyAMOUNT, throbbing.static ShaderMaterialsmoke()Smoke puffs on a camera facing quad: soft billowing grey that thins toward the edges and drifts up.static ShaderMaterialxray()X-ray: only the silhouette glows, the body is invisible.
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Field Details
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COLOR
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COLOR2
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AMOUNT
FLOATprogress or strength, 0 to 1: how dissolved, how charged.- See Also:
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SCALE
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SPEED
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HIT
VEC4a world point (xyz) and the time (w) it was hit, for ripples.- See Also:
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Method Details
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dissolve
Burns the surface away: pixels vanish as
AMOUNTrises from 0 to 1, with a glowingCOLORedge ahead of the hole. Opaque.Returns
a new shader material
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hologram
A hologram: scan lines climbing the surface, a bright rim, flicker and see-through body. Alpha blended.
Returns
a new shader material
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forceField
A force field bubble: a honeycomb that lights up at the silhouette and ripples out from the last hit (
HIT). Additive or alpha blended.Returns
a new shader material
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beam
A beam or laser along the texture's u: a white hot core, a coloured sheath and energy streaming along it. Additive, on a quad or a thin cylinder.
Returns
a new shader material
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fire
Flames on a camera facing quad: v runs from the base (0) to the tips (1). Turbulence rises, the colour runs from
COLOR2(hot) toCOLOR(cool) to nothing. Additive.Returns
a new shader material
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smoke
Smoke puffs on a camera facing quad: soft billowing grey that thins toward the edges and drifts up. Alpha blended.
Returns
a new shader material
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portal
A swirling portal on a disc or quad centred on uv (0.5, 0.5): spiral arms pulled toward a bright rim and a dark centre. Opaque.
Returns
a new shader material
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xray
X-ray: only the silhouette glows, the body is invisible. Additive; draw it with depth testing off to see it through walls.
Returns
a new shader material
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pulse
A damage flash and pulse: the surface keeps its look and glows
COLORbyAMOUNT, throbbing. DriveAMOUNTfrom 1 down to 0 after a hit, or hold it for a power-up. Opaque.Returns
a new shader material
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