Lit smoke puff on a camera-facing card
In your harnessGodot shaderMIT
Soft smoke puff on a camera-facing quad that the scene lights shade like a sphere: a fake spherical normal plus noise detail, churning fractal noise for the shape, and soft alpha falloff.

What it takes and gives
- Shader type
- spatial
- Render modes
- cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- smoke_color (vec4 = 0.62, 0.62, 0.65, 1), density (float = 1), noise_scale (float = 3.5), churn_speed (float = 0.35), softness (float = 0.45), roundness (float = 0.7), detail_normal (float = 0.6)
- Use it on
- A QuadMesh; scene lights shade it.
- Result
- A grey puff of smoke lit from one side with soft, churning edges.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/smoke_billboard/
Limits. Lit as a single sphere-like shell, not as a volume: no self-shadowing or light scattering. Overlapping puffs are sorted per object, not per pixel. Seven fBm evaluations of four octaves per pixel cost a lot on large puffs.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 63.0 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Spherical billboard, Fake sphere normals on a card for lighting, Finite-difference noise normals, Value noise with quintic interpolation and fractional Brownian motion in 3D (space and time)
- Tags
- godot shader, spatial, smoke, billboard, volumetric look, procedural, vfx
- Identity
library.supply.creative_originals.678b05a73686e3cbe793bdfe.bc6adae36e61f9ee- Version
bc6adae36e61f9ee16c58af14a187119a526a2131cc06c41b673c9bae1af7672
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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