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	<updated>2026-05-04T19:07:59Z</updated>
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	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Shader_And_Weather_Effects&amp;diff=5160</id>
		<title>Shader And Weather Effects</title>
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		<updated>2017-11-11T23:38:23Z</updated>

		<summary type="html">&lt;p&gt;Caligari87: Added categories because I&amp;#039;m tired of not being able to find this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Modding]]&lt;br /&gt;
[[Category: Overgrowth]]&lt;br /&gt;
&lt;br /&gt;
Make sure to save any changes to your level before adding these, because typing them in is a bit fragile right now.&lt;br /&gt;
&lt;br /&gt;
Be careful when adding these to not type in &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; with no text behind it, or you will get a ton of OpenGL errors, and and probably crash to desktop.&lt;br /&gt;
&lt;br /&gt;
The trick I use is to type the word first (such as &amp;lt;code&amp;gt;ASH&amp;lt;/code&amp;gt;), then add the &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; at the beginning of the word (so it becomes &amp;lt;code&amp;gt;#ASH&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Another trick is to type these tags manually into the Scenegraph Search field below, where they do no harm. Then copy and paste it up into the script parameters above.&lt;br /&gt;
&lt;br /&gt;
==Particles==&lt;br /&gt;
&lt;br /&gt;
===Create and set the &amp;lt;code&amp;gt;GPU Particle Field&amp;lt;/code&amp;gt; level script parameter===&lt;br /&gt;
&lt;br /&gt;
# Open a level&lt;br /&gt;
# Launch the editor (&amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; key. You may have to hold the &amp;lt;kbd&amp;gt;FN&amp;lt;/kbd&amp;gt; and/or &amp;lt;kbd&amp;gt;SHIFT&amp;lt;/kbd&amp;gt; key to get this to work)&lt;br /&gt;
# Open the Scenegraph properties (&#039;&#039;&#039;Windows&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Scenegraph&#039;&#039;&#039; or the &amp;lt;kbd&amp;gt;Y&amp;lt;/kbd&amp;gt; key)&lt;br /&gt;
# Expand &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt;&lt;br /&gt;
# Expand &amp;lt;code&amp;gt;Script Params&amp;lt;/code&amp;gt;&lt;br /&gt;
# If you do not see &amp;lt;code&amp;gt;GPU Particle Field&amp;lt;/code&amp;gt; in the list, click the &#039;&#039;&#039;New parameter&#039;&#039;&#039; button&lt;br /&gt;
# Double click where it says &amp;lt;code&amp;gt;Untitled parameter&amp;lt;/code&amp;gt;&lt;br /&gt;
# Type &amp;lt;code&amp;gt;GPU Particle Field&amp;lt;/code&amp;gt; and hit &amp;lt;kbd&amp;gt;ENTER&amp;lt;/kbd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure to remove this parameter if you&#039;re not using it, or you&#039;ll see a bunch of non-moving particles floating throughout the world.&lt;br /&gt;
&lt;br /&gt;
===Set the value of &amp;lt;code&amp;gt;GPU Particle Field&amp;lt;/code&amp;gt; to some of these tags===&lt;br /&gt;
&lt;br /&gt;
Separate multiple tags using spaces. Remember to either copy in the whole tag, or type in the name before adding the preceding &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;, or you will likely see a lot of errors, and may crash the editor.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;code&amp;gt;#ASH&amp;lt;/code&amp;gt; - Falling ash, rising smoke, and flying ember particles&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#BUGS&amp;lt;/code&amp;gt; - Flying bug particles&amp;lt;br&amp;gt;&lt;br /&gt;
:: &amp;lt;code&amp;gt;#MOREBUGS&amp;lt;/code&amp;gt; - Increase the amount of bugs (must also define #BUGS to use this)&amp;lt;br&amp;gt;&lt;br /&gt;
:: &amp;lt;code&amp;gt;#FIREFLY&amp;lt;/code&amp;gt; - Flying glowing bug particles (must also define #BUGS to use this)&amp;lt;br&amp;gt;&lt;br /&gt;
::: &amp;lt;code&amp;gt;#WATER_DELETE&amp;lt;/code&amp;gt; - Make fireflies not appear under water (must also define #FIREFLY to use this)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#RAIN&amp;lt;/code&amp;gt; - Falling rain particles&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SNOW&amp;lt;/code&amp;gt; - Falling snow particles&amp;lt;br&amp;gt;&lt;br /&gt;
:: &amp;lt;code&amp;gt;#MED&amp;lt;/code&amp;gt; - Decrease the amount of snow particles (must also define #SNOW to use this)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather Effects/World Shaders==&lt;br /&gt;
&lt;br /&gt;
===Create and set the &amp;lt;code&amp;gt;Custom Shader&amp;lt;/code&amp;gt; level script parameter===&lt;br /&gt;
&lt;br /&gt;
# Open a level&lt;br /&gt;
# Launch the editor (&amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; key. You may have to hold the &amp;lt;kbd&amp;gt;FN&amp;lt;/kbd&amp;gt; and/or &amp;lt;kbd&amp;gt;SHIFT&amp;lt;/kbd&amp;gt; key to get this to work)&lt;br /&gt;
# Open the Scenegraph properties (&#039;&#039;&#039;Windows&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Scenegraph&#039;&#039;&#039; or the &amp;lt;kbd&amp;gt;Y&amp;lt;/kbd&amp;gt; key)&lt;br /&gt;
# Expand &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt;&lt;br /&gt;
# Expand &amp;lt;code&amp;gt;Script Params&amp;lt;/code&amp;gt;&lt;br /&gt;
# If you do not see &amp;lt;code&amp;gt;Custom Shader&amp;lt;/code&amp;gt; in the list, click the &#039;&#039;&#039;New parameter&#039;&#039;&#039; button&lt;br /&gt;
# Double click where it says &amp;lt;code&amp;gt;Untitled parameter&amp;lt;/code&amp;gt;&lt;br /&gt;
# Type &amp;lt;code&amp;gt;Custom Shader&amp;lt;/code&amp;gt; and hit &amp;lt;kbd&amp;gt;ENTER&amp;lt;/kbd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Set the value of &amp;lt;code&amp;gt;Custom Shader&amp;lt;/code&amp;gt; to some of these tags===&lt;br /&gt;
&lt;br /&gt;
Separate multiple tags using spaces. Remember to either copy in the whole tag, or type in the name before adding the preceding &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;, or you will likely see a lot of errors, and may crash the editor.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;code&amp;gt;#ADD_MOON&amp;lt;/code&amp;gt; - Adds glowing orb into sky (sky must be dark enough for you to see it, and can be obscured by a &amp;quot;sun&amp;quot; with a visible intensity)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#ADD_STARS&amp;lt;/code&amp;gt; - Adds twinkling dots into sky (sky must be dark enough for you to see them)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#BEACH&amp;lt;/code&amp;gt; - Adds glistening wetness to ground, and water caustics&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#DAMP_FOG&amp;lt;/code&amp;gt; - Adds full screen rolling effect modifier to fog (must have some fog set in order to see this)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#DIRECTED_WATER_DECALS&amp;lt;/code&amp;gt; - Adds the ability to make the &amp;lt;code&amp;gt;Objects/Decals/water_froth.xml&amp;lt;/code&amp;gt; water decal scroll, when modifying its green tint parameter (with &amp;lt;code&amp;gt;CTRL + P&amp;lt;/code&amp;gt;)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#EMISSIVE&amp;lt;/code&amp;gt; - Makes the world fully bright (probably not great to keep in level, might be useful for detail work. Not guaranteed to not cause errors)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#MISTY&amp;lt;/code&amp;gt; - Adds a volumetric steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there&#039;s no fog is not very realistic)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#MISTY2&amp;lt;/code&amp;gt; - Adds a volumetric rolling steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there&#039;s no fog is not very realistic)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#RAINY&amp;lt;/code&amp;gt; - Makes characters appear wet, and adds a misty animated haze rain effect&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SCROLL_VERY_SLOW&amp;lt;/code&amp;gt; - Uhhh creepy stuff!&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SKY_ARK&amp;lt;/code&amp;gt; - Adds glistening wetness to ground, and adds a volumetric steamy haze effect&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SNOW_EVERYWHERE&amp;lt;/code&amp;gt; - Adds a thin frost cap all over objects, a thick snow cap on the very top of them, and a thin snow cap on characters (most useful if a level is already &amp;quot;snowy&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SNOW_EVERYWHERE2&amp;lt;/code&amp;gt; - Adds a thick snow cap all over objects, a thin snow cap on characters, and turns the sky into a colorful gradient (can turn a non-snowy level into a snowy one)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SNOW_EVERYWHERE3&amp;lt;/code&amp;gt; - Adds a thick directional snow cap partially covering objects, and a thin snow cap on characters (can turn a non-snowy level into a snowy one)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#SWAMP&amp;lt;/code&amp;gt; - Adds a slimy coating to everything, and makes rainbows appear&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#TEST_CLOUDS_2&amp;lt;/code&amp;gt; - Switches the sky box to a moving cloud texture, and projects cloud shadows onto the ground/objects&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#VOLCANO&amp;lt;/code&amp;gt; - Adds a red underglow shader on the world and objects, and adds a heat haze effect&amp;lt;br&amp;gt;&lt;br /&gt;
:: &amp;lt;code&amp;gt;#LESS_SHIMMER&amp;lt;/code&amp;gt; - Reduces the heat haze effect slightly (must also define #VOLCANO to use this)&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#WATER_HORIZON&amp;lt;/code&amp;gt; - Makes ground and objects above a certain level appear wet, and adds distant fog to make water appear to extend off all the way to the horizon&amp;lt;br&amp;gt;&lt;br /&gt;
:: &amp;lt;code&amp;gt;#ALT&amp;lt;/code&amp;gt; - Raises the water level, and extends the fog/horizon distance&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;lt;code&amp;gt;#WATERFALL_ARENA&amp;lt;/code&amp;gt; - Makes foam texture scroll, adds foggy haze, and makes rainbows appear&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caligari87</name></author>
	</entry>
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