Added Active control, fade controls, alpha control, and updated documentation#22
Added Active control, fade controls, alpha control, and updated documentation#22Mikeysax wants to merge 6 commits into
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…e on activation or deactivation over time. Added independent fade curve parameters to control the alpha of a particle over it's lifetime.
… remainder of the fade in and fade out params.
…er description for the Godot Editor when looking at the Trail in the inspector.
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@celyk Let me know if there is more to do here to get it merged? |
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@Mikeysax Otherwise it gives the impression that the GPUTrails are broken out of the box given the cantankerous reputation that Godot's GPU RibbonMesh particles have. :) |
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@jmschrack Awesome; thanks for catching that. I just fixed it. |
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@celyk Anything else needed to get this merged? |
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Will say, been playing with these tweaks and really liking them so far. Only real note is that the active flag cuts off the whole trail. Which the fade out helps mitigate, but it still draws new segments of the trail rather than cutting it off where the active flag was flipped. Either there's some limitation behind this or I'm just missing another obvious parameter. That said, while my knowledge on shaders is limited, nothing in the implementation here stands out as an issue to me, at least. |
The fade eventually toggles the active value on the shader itself to stop it from rendering, so in the end it shouldn't be rendering anything after the fade. If it is, it might be a bug, but I'm not seeing that. Maybe it could be a follow up, given there isn't even an option to really do any of this until now in this addon? |
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@celyk is there anything else needed here to merge this PR? |
This PR adds: