I’ve been working on volumetric effects using 3 planes to simulate depth.
(zoom out when you run it)
Im also demonstrating two types of pre-defined effects (the .raw(s)). The single plane explosion has the tint option enabled.
The second argument controls the play functionality
False - Play until finished
True - Loop
Float - Play until arg = task.time
This is based off the texture-swapping sample.
The volumetric effect is very unclean and a touch hacky. It’s just to show how it’s done.
My real purpose is to create sphere-based explosion effects. I’ll share that when i figure it out.