Effects
Korender includes a set of predefined effect shaders, accessible through special material modifiers. Each effect may expose adjustable parameters, which can be configured using effect-specific uniforms.
Fire
Fire effect implements animated flames. Normally, it's used on a Billboard
with transparency enabled:
Billboard(
billboard(scale = Vec2(2f, 10f)),
fire(strength = 4f),
transparent = true
)
Fire effect parameters:
Uniform name | Type | Default value | Description |
---|---|---|---|
strength | Float | 3.0f | Controls how rippled the flame appears, 1-5 |
Fireball
Fireball is a spherical fire-like effect that can be used for rendering explosions. Normally, it's used on a Billboard
with transparency enabled:
Billboard(
billboard(scale = Vec2(radius * phase, radius * phase)),
fireball(power = phase),
transparent = true
)
Fireball effect parameters:
Uniform name | Type | Default value | Description |
---|---|---|---|
power | Float | 0.5f | Controls the fireball expansion: 0.0 for explosion initiation moment, 1.0 for the fully exploded fireball. Animate 0.0 to 1.0 for explosion effect |
Smoke
Single spherical smoke particle effect. Normally, it's used on a batched Billboard
with transparency enabled:
Smoke effect parameters:
Uniform name | Type | Default value | Description |
---|---|---|---|
density | Float | 0.5f | Smoke density, 0-1 |
seed | Float | 0.0f | Randomness seed - provide unique values for uniquely looking smoke particles 0-1 |
Water
Wavy water surface with sky reflections. Water is implemented as a post-process filter:
Frame{
... // Render the scene
PostProcess(water(waveScale = 0.05f), fastCloudSky())
}
Water parameters:
Uniform name | Type | Default value | Description |
---|---|---|---|
waterColor | ColorRGB | ColorRGB(0x00182A) | Water own color |
transparency | Float | 0.1f | Water transparency ratio |
waveScale | Float | 0.04f | Waves scale ratio |
Additionally, add any sky material modifier to provide sky reflections from the water