With the latest improvements to trailmesh class, you can now make vfx trails with shader in the PG.
There are params from the shader not exposed in the gui, you get the idea. You should be able to build a similar one for sword slashes. Hope it helps, enjoy!
The demo is using proprietary textures, so no saved pg. Plus I just barely started.
Initially I used whatever was in the texture library (a saved pg would have been best), unfortunately it looked horrible. Give me urls to CC0 trail textures + noise tex for erosion and I can update the doc. Even better if someone from core team has it, no need to bloat the repo uploading a full vfx texture set.
Oh yeah, you are right! One texture less then, booyah!
Heh, no. That would have worked for 2d spritesheets with particle systems. For uv trickery, vfx textures are usually manually authored as grayscale 256x256/power of 2 textures with alphas. Black and white doesn’t even cut it. Some pipelines go up to 5 layer textures just for trails, not counting the bells and whistles. The demo uses 1 texture in a 2 layer shader which I think is sufficiently entry-level.
You can search on yt? I got it on the first hit with vfx trails hand painted textures. Scrub thru and you can see how its done. To get the blending to work in bjs, the texture should preferably be png with alpha, not black and white.
Hey, this is how your trail will look and its good!
You can go ahead and submit a PR to add the texture to the Playground? The png is 2048, you can resize it down to 256x256 or 512x512. I’m not sure about the doc, @sebavan, which section under textures should this belong to? Opacity?