heat_haze
Heat shimmer: the wavy, see-through bending of light in hot air rising off a fire or a hot vent, streaming out of a jet or rocket exhaust, or lying over sun-baked ground. Only what is behind the hot air ripples; things in front of it and the interface stay sharp. Fire particles already make their own.
In scene text
heat_haze { shape "…" direction (0, 1, 0) strength 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 7
| Field | Type | Unit / range | What it does |
|---|---|---|---|
shape | text | — | plume: hot air flowing from the object along direction (off a fire, out of an exhaust), widening as it goes; ground: a layer of shimmer over a hot area (radius its half-size, length its depth). |
direction | (x, y, z) | — | Which way the hot air flows, in the object's own axes: (0, 1, 0) up off a fire or vent; out of the nozzle for an exhaust. |
strength | number | 0 … 4 | How strongly it bends the light: 1 a campfire, 2 to 3 a jet engine. |
radius | number | m, 0.01 … 200 | Radius of the hot air where it starts (ground: half the patch size). |
length | number | m, 0.05 … 500 | How far it reaches along the flow (ground: the layer's depth). |
speed | number | m/s, 0 … 200 | How fast the hot air moves; the ripples travel with it. |
ripple | number | m, 0.01 … 10 | Size of the ripples. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us