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Fog & WispsWisps User Manual

Wisps User Manual

Animation

  • Flipbooks. Point it at an atlas, set the grid, set the frame rate. Frames are always blended into each other, so a short animation doesn’t strobe — you can ship a 16-frame smoke puff and have it read as smooth.
  • Seamless loops. Fade the card in at the start of its cycle and out at the end, and a looping effect stops announcing where the loop is.
  • No marching in step. Turn on world-position randomisation and every instance starts at a different point in the animation, with no per-instance setup and no scripting.
  • Manual control. Scrub the animation by hand from a script when you want the timing to follow gameplay instead of the clock.
  • Scrolling textures for effects that don’t need a flipbook at all.

Flow

Flow maps distort the card over time, in two modes:

ModeUse it for
DistortionThe texture churns and warps continuously. Good for smoke, fog and fire, and it never pops as it cycles.
Optical flowA low-frame-count flipbook is interpolated along real motion, so it moves like a high-frame-rate one without the memory cost of the extra frames.

Wind

A wind field drifts and warps the card independently of everything else, with its own speed, scale and intensity. Cards in a group sway together instead of each doing its own thing, so a stand of foliage moves like one plant rather than fifty.

Fades

  • Soft intersections — smoke meets the floor instead of slicing into it.
  • Fade on approach — the card dissolves as the camera walks into it, rather than filling the screen.
  • Fade at distance — cards can be culled far away without a visible pop.
  • Fade at extreme angles — a billboard gives itself away when you see it edge-on, so past a threshold it fades out.
  • Soft edges — a rounded mask so the quad’s corners never show.

Each of these has its own transition control, so you tune where it starts and how sharply it happens.

Facing behaviours

Making a quad face the camera is the easy half. The hard half is what happens when the camera climbs above it. Past a threshold you choose, a card can respond in one of four ways:

Always faceThe classic. The card tracks the camera at every angle.
PushPast the threshold the card starts rotating with the camera, flattening progressively rather than spinning on the spot. Best for grass and ground clutter seen from above.
Camera alignedPast the threshold it lies flat, scaled so the transition doesn’t read as a size change.
StretchNo threshold — the card eases toward flat continuously as you rise. The smoothest option when the camera moves vertically a lot.

Cards authored around either axis are supported directly. You don’t rotate the mesh to change orientation — which would rotate the texture with it — so a texture painted upright stays upright and unmirrored.

Lighting

Cards take a normal map for real surface detail, and a roundness control that makes a flat quad shade like a volume — a puff of smoke lights from the side like a sphere, not like a poster. Combined with proper alpha handling, cards light and self-shadow plausibly from any direction.

Not included: 3D flipbooks, six-point lighting and aerial-perspective integration. Wisps is a card shader, not a volumetric system.

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