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Introduction

Since 2.0.0

The Materials system provides a flexible and extensible framework for handling rendering materials in particle systems.
It offers various material types with different rendering capabilities, from simple textures to complex custom shaders with HDR support and advanced effects:


Universal Configuration

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All materials share the following settings:

PropertyTypeDescriptionDefault
materialIMaterialThe specific material implementationBuilt-in circle texture
blendModeBlendModeControls how particles blend with the background-
cullbooleanEnable/disable face cullingtrue
depthTestbooleanEnable/disable depth testingtrue
depthMaskbooleanEnable/disable depth buffer writingfalse

Texture Material is the most common type, designed for texture-based rendering.
It supports custom textures, HDR color processing, pixel-art mode, and more.
This makes it the most versatile material choice in the particle system.

Configuration parameters:

PropertyTypeDescription
TextureResourceLocationPath to the texture file
Discard ThresholdfloatAlpha discard threshold
HDRVector4fHDR color vector
HDR ModeHDRModeHDR blending mode
Pixel Art.bitsintPixel art bit depth

Special Material: block_atlas

What is the Block Atlas?

See the official wiki: Block Atlas
Blocks Atlas

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The built-in block_atlas material is essentially a Texture Material that lets FX access Minecraft's block atlas texture.

It’s especially useful when rendering particles in model mode with useBlockUV enabled —
the UVs can directly access the required block textures from the atlas.

You can also pass the block atlas as a sampler in a Custom Shader Material (see the sampler page for details).

Released under the MIT License.