Soft particle card with depth fade
In your harnessGodot shaderMIT
Transparent card material for smoke, dust and glow sprites that removes the hard line where the card cuts into geometry: alpha fades by the distance to the scene depth behind it, and near the camera.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- depth_texture (sampler2D), sprite (sampler2D), tint (vec4 = 0.8, 0.82, 0.88, 0.8), fade_distance (float = 0.6), camera_fade_near (float = 0.3), camera_fade_far (float = 0.8), fade_power (float = 1)
- Use it on
- Optional: a sprite texture with alpha for
sprite(the bundled material uses a procedural one). - Result
- Soft grey puffs that blend smoothly into the floor and the crate where they intersect.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/soft_particle_depth_fade/
Limits. Only opaque geometry is in the depth buffer; cards do not soften against each other. The gap is measured along the view axis. Unshaded: combine with smoke_billboard ideas for lit puffs. Cards are sorted per object.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 59.7 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
- Soft particles by scene depth difference, Camera-distance fade, Depth reconstruction with INV_PROJECTION_MATRIX
- Tags
- godot shader, spatial, soft particles, depth fade, transparency, sprites, vfx
- Identity
library.supply.creative_originals.097f0f57196b6dff90b532b9.956aa0fe7a53675e- Version
956aa0fe7a53675ea93804c158806fc6aa3c5b5f16aa06d24d548e5f249e3933
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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