vfx-fire

Creates animated fire effects in Godot using GPUParticles3D, custom shaders, and a noise-based color ramp.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill vfx-fire-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vfx-fire
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/vfx-fire
Command: npx skills add https://github.com/SummerEngine/summer --skill vfx-fire-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building convincing fire in a game engine requires coordinating particle simulation, custom shaders, billboard math, and lighting — a recipe that is easy to get wrong (flat orange triangles, strobing particles, z-fighting). This Skill provides a complete, verified recipe for authoring animated flames in Summer Engine (Godot 4.6+), from shader code to scene wiring. ## Core Features & Use Cases - Complete fire recipe: Writes a spatial shader with FBM noise distortion and an age-based color ramp, an optional particle process shader, a @tool GDScript controller with exported dials, and the GPUParticles3D node tree. - Named variants: Includes tuned parameter presets for torch flames, bonfires, candle flames, and blue magic fire. - MCP-driven wiring: Automates scene mutation via summer_write_file, summer_add_node, summer_set_prop, or a single transactional summer_run_script, with verification via script-error checks, play-mode debugger errors, and screenshots. - Use Case: A user says "add fire to this torch" — the agent writes the shader and controller files, adds a GPUParticles3D node with a sibling OmniLight3D, saves the scene, and verifies the flame renders correctly. ## Quick Start Ask your AI agent to add a fire effect to a torch or campfire in the open scene using the vfx-fire skill.

Frequently Asked Questions about vfx-fire

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a fire effect to a torch in Godot?

Add a GPUParticles3D node with a ParticleProcessMaterial emitting upward from a small sphere, and a QuadMesh draw pass using an additive unshaded shader with noise-distorted UVs and a hot-to-smoky color ramp. This Skill writes all files and wires the scene automatically via MCP tools.

How do I make a particle flame shader in Godot?

Use a spatial shader with render_mode unshaded, blend_add, depth_draw_never, and cull_disabled. Distort UVs with scrolling FBM noise, mask a soft round shape, and color by particle age read from INSTANCE_CUSTOM.y in vertex() and passed to fragment() through a varying.

Does this fire effect work with Godot 4.6?

Yes, the recipe targets Godot 4.6 and later as declared in its compatibility metadata. It relies on verified engine behaviors such as INSTANCE_CUSTOM being vertex-stage only and unshaded mode discarding EMISSION in favor of ALBEDO.

Why does my particle flame look like a flat orange triangle?

The material is missing blend_add and unshaded render modes, so the quad renders as a lit opaque triangle. Always use render_mode unshaded, blend_add, depth_draw_never, cull_disabled on the flame shader.

When should I not use a particle fire effect?

Do not use it for objects burning away (use a dissolve effect), smoke without flame, one-frame gun muzzle flashes, or 2D UI fire which needs a canvas_item shader. This recipe is for continuous, physically-anchored 3D flames.

How many particles can a Godot fire effect use before performance drops?

The default 96 particles per fire is sub-millisecond on desktop GPUs and scales linearly. Budget around 512 total fire particles per scene before considering LOD, and on mobile drop to 48 and disable OmniLight3D shadows.