Optional bloom for your post pipeline (see Wildfire.bloom). Off by default.
Add bloom in Wildfire.bloom.
Radius 0…1.
Strength.
HDR threshold (only flames and embers bloom).
Embers: thin bright streaks lofted by the plume and carried downwind, cooling as they go.
HDR brightness.
Life range, seconds.
Most embers alive.
Embers per second per unit of front intensity (woody fuel throws more).
Ember width, metres.
Flame tongues from the active front: velocity-stretched, noise-shaped, blackbody-coloured.
Tree flames spawn up to this high: crown fire, metres.
Flaming time scale, seconds, for 1 kg/m² of fuel (heavier fuel flames longer; Gaussian fall-off).
Height / width of a flame tongue.
HDR brightness multiplier.
Life range, seconds (short: flames lick and vanish).
Most flame particles alive (GPU pool).
Flames per second per unit of front intensity.
Flame width in grass, metres (shrubs and trees scale it up).
Temperature range at the base, kelvin (≈ 1100 K deep red … 1800 K orange-yellow; radiance ∝ T⁴, hotter is whiter).
Curl-noise turbulence, m/s² (licking and flicker).
Ground glow, written into the heat texture channel other materials read.
At the flaming front, 0…1.
Sparse smouldering spots inside the burn, 0…1.
The coarse plume grid: heat lifts the smoke into a column; density self-shadows it.
Use a grid (costs three small compute passes per frame).
Height above the fire's highest ground, metres.
Cells along x, y, z.
Screen-space heat haze above the front (refraction). Off by default.
Draw it.
Most haze particles.
Refraction strength (fraction of the screen).
A flickering point light at the front. Colour follows the flames' blackbody temperature.
Range, metres (0 = infinite).
Flicker depth 0…1.
Intensity per unit of front intensity (square-rooted).
The smoke plume: lit, alpha-blended, depth-sorted volumetric puffs that rise and bend downwind.
Height above the front (metres) where an intense fire's plume caps into bright pyrocumulus. 0 = never.
Front intensity (sum over cells) above which the plume caps.
Albedo of clean smoke: wet, fresh or light fuel (#rrggbb).
Per-pixel noise detail 0…1.
Albedo of dirty smoke: heavy, dry, woody fuel (#rrggbb).
Life range, seconds.
Per-particle shadow steps through the plume's density grid (0…8).
Seconds burnt-out cells keep giving off faint wisps.
Most smoke particles alive.
Opacity multiplier.
Puffs per second per unit of smoke weight.
Buoyancy (how hard hot smoke rises).
Per-pixel self-shadow taps towards the sun (0…4).
Puff size at birth, metres (grows over life).
Look of a Wildfire. Plain JSON. Particle counts, quality steps,
haze.enabledandgridrebuild the particle systems.