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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.

Render of Soft particle card with depth fade
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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