Skip to content

Added Active control, fade controls, alpha control, and updated documentation#22

Open
Mikeysax wants to merge 6 commits into
celyk:mainfrom
Mikeysax:main
Open

Added Active control, fade controls, alpha control, and updated documentation#22
Mikeysax wants to merge 6 commits into
celyk:mainfrom
Mikeysax:main

Conversation

@Mikeysax

@Mikeysax Mikeysax commented Dec 16, 2025

Copy link
Copy Markdown
Contributor

This PR adds:

  • The ability to activate and deactivate a trail
  • The ability to control the whole trail alpha via single parameter
  • The ability to trigger the the whole trail to fade in or out based on time when activated or deactivated
  • The ability to fade out the trail based on each individual trail particle lifetime
  • Updated documentation describing the above parameters added as well as missing mask and mask_strength properties
image

…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.
@celyk celyk self-requested a review December 16, 2025 20:20
@Mikeysax

Copy link
Copy Markdown
Contributor Author

@celyk Let me know if there is more to do here to get it merged?

@jmschrack

Copy link
Copy Markdown

@Mikeysax
Small suggestion: change the default hint of your fade_curve to hint_default_white , as currently it's defaulting to black, resulting in the GPU trail not working with default settings.

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. :)

@Mikeysax

Mikeysax commented Feb 4, 2026

Copy link
Copy Markdown
Contributor Author

@jmschrack Awesome; thanks for catching that. I just fixed it.

@Mikeysax

Mikeysax commented Feb 4, 2026

Copy link
Copy Markdown
Contributor Author

@celyk Anything else needed to get this merged?

@cpazzra

cpazzra commented Jun 4, 2026

Copy link
Copy Markdown

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.

@Mikeysax

Mikeysax commented Jun 4, 2026

Copy link
Copy Markdown
Contributor Author

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?

@Mikeysax

Copy link
Copy Markdown
Contributor Author

@celyk is there anything else needed here to merge this PR?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants