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Fixed paths in billboarding example
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material/billboarding/example.md

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@@ -3,7 +3,7 @@ tags: particlefx, sprite, material, 3d
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title: Billboarding
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brief: This example shows how to make sprites and particle sprites face the camera using a custom vertex shader.
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author: Defold Foundation
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scripts: main/billboard.vp
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scripts: example/billboard.vp
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thumbnail: thumbnail.png
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---
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@@ -16,9 +16,9 @@ The effect is used in two places:
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## Material setup
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Create a custom material for billboarding (for example `main/material/billboard.material`) and set it up like this:
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Create a custom material for billboarding (for example `example/billboard.material`) and set it up like this:
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- **Vertex program:** `main/material/billboard.vp`
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- **Vertex program:** `example/billboard.vp`
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- **Fragment program:** `/builtins/materials/particlefx.fp`
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- This keeps standard particle/sprite sampling, tinting and alpha handling.
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The foliage and rock game objects (for example `assets/foliage/tree1.go` and `assets/foliage/rock1.go`) each contain:
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1. A **Sprite** component using the atlas `assets/foliage/foliage.atlas`
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2. The material `main/material/billboard.material`
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2. The material `example/billboard.material`
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3. A per-sprite vertex attribute:
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- `billboard_mode = 1.0` (axis-locked billboard; see below)
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This is enough to make each sprite face the camera without changing the sprite's transform in the game logic.
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![Sprite setup](doc/setup_sprite.png)
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## ParticleFX setup (smoke)w
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## ParticleFX setup (smoke)
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The smoke effect is defined in `main/smoke.particlefx`. The relevant settings are:
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The smoke effect is defined in `assets/smoke/smoke.particlefx`. The relevant settings are:
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1. **Emitter material:** `main/material/billboard.material`
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1. **Emitter material:** `example/billboard.material`
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2. **Emitter attribute:** `billboard_mode = 0.0` (screen-aligned billboard; see below)
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3. **Emission space:** `World`
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- This ensures particles exist in world space, while still being oriented towards the camera by the vertex shader.

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