Sends a material using the SynapseRack/SRGlow shader to the Material output. It is a billboard that expands the vertices along the camera’s right / up directions, so it becomes a grain of light that faces front from any viewing angle. Because it uses additive blending (Blend One One), ZWrite Off and the Transparent queue, in Render it is drawn after the opaque pass and does not depend on draw order. The color of the point cloud is multiplied into GlowColor.
- GlowColor (default white)
- Intensity (default 2, negative values are treated as 0)
- Softness — Clamped to 0.1-4 (default 1.5)
Softness works in the opposite direction from its name. The falloff is (1-distance)^Softness, so the smaller the value the more it spreads out and softens, and the larger the value the more it tightens toward the center.
The billboard expansion only looks at the X/Y scale of the instance matrix, so the shape of the connected mesh does not show up in the result (a Quad is assumed).
Input ports
| Port ID | Type |
GlowColor | Color |
Intensity | float |
Softness | float |
Output ports
| Port ID | Type |
Material | MaterialOutput |
Scriptable members
| Path | Type |
intensityInput | float |
softnessInput | float |
Synapse Apps (scripting)
await synapse.modules.create({ type: "GlowMaterial" })