shader_type spatial; render_mode unshaded, cull_disabled; // fire uniforms uniform float detail_strength = 3.0; uniform float scroll_speed = 1.2; uniform float fire_height = 1.0; uniform float fire_shape = 1.5; uniform float fire_thickness = 0.55; uniform float fire_sharpness = 1.0; uniform float intensity = 1.0; // noise uniforms uniform int noise_octaves = 6; uniform float noise_lacunarity = 3.0; uniform float noise_gain = 0.5; uniform float noise_amplitude = 1.0; uniform float noise_frequency = 1.5; // 2D Value noise function float hash(vec2 p) { p = fract(p * 0.3183099 + vec2(0.1, 0.1)); p *= 17.0; return fract(p.x * p.y * (p.x + p.y)); } // 2D Value noise function (smooth) float noise(vec2 x) { vec2 p = floor(x); vec2 f = fract(x); float n = hash(p) * (1.0 - f.x) * (1.0 - f.y) + hash(p + vec2(1.0, 0.0)) * f.x * (1.0 - f.y) + hash(p + vec2(0.0, 1.0)) * (1.0 - f.x) * f.y + hash(p + vec2(1.0, 1.0)) * f.x * f.y; return n; } // Fractional Brownian Motion function (2D) float fbm(vec2 p) { int octaves = noise_octaves; float lacunarity = noise_lacunarity; float gain = noise_gain; float amplitude = noise_amplitude; float frequency = noise_frequency; float total = 0.0; for (int i = 0; i < octaves; i++) { total += noise(p * frequency) * amplitude; frequency *= lacunarity; amplitude *= gain; } return total * 0.5; } void fragment() { vec2 uv = UV; // modified_uv for offset and animating UVs for fire vec2 modified_uv = -uv; modified_uv.x = mod(modified_uv.x, 1.0) - 0.5; modified_uv.y += 0.84; // size vertical // fire noise scroll effect float scroll = scroll_speed * detail_strength * TIME; // sample noise for fire float noise = fbm(detail_strength * modified_uv - vec2(0.0, scroll)); // controls the intensity of noise // at different points in uvs. it thus // controls the shape of fire float fire_intensity = intensity - 16.0 * fire_sharpness * pow( max( 0.0, length( modified_uv * vec2((1.0 / fire_thickness) + modified_uv.y * fire_shape, 1.0 / fire_height) ) - noise * max(0.0, modified_uv.y + 0.25) ), 1.2 ); float fire_intensity1 = noise * fire_intensity * (1.5 - pow(1.0 * uv.y, 14.0)); fire_intensity1 = clamp(fire_intensity1, 0.0, 1.0); // compute fire color // red channel is most intense, green less than it // blue least intense because [pow of x while(x < 1) is less than x] vec3 fire_color = vec3( 1.5 * fire_intensity1, 1.5 * pow(fire_intensity1, 3.0), pow(fire_intensity1, 6.0) ); // add alpha to color float alpha = fire_intensity * (1.0 - pow(uv.y, 3.0)); vec4 final_color = vec4( mix(vec3(0.0), fire_color, alpha), alpha ); // apply to fragment ALBEDO = final_color.rgb; ALPHA = final_color.a; }