Godot 4 中的 GPUParticles2D/3D — 完整指南
1. 简介
Godot 4 使用 GPUParticles2D 和 GPUParticles3D 作为默认的粒子系统节点。它们完全在 GPU 上运行,因此在处理大量粒子时比 CPU 版本快得多。Godot 3 中旧的 ParticlesMaterial 已被 ParticleProcessMaterial 取代,后者对粒子行为提供了更多控制。
CPUParticles2D 和 CPUParticles3D 仍作为后备节点存在,用于缺乏 GPU 计算支持的设备,或当你需要从 GDScript 访问单个粒子数据时。对于大多数用例,GPU 粒子是推荐选择。
2. GPUParticles2D vs CPUParticles2D
| 特性 | GPUParticles2D | CPUParticles2D |
|---|---|---|
| 处理方式 | GPU(计算着色器) | CPU(主线程) |
| 最大粒子数 | 可高效处理 100,000+ | 实际上限约 1,000-5,000 |
| 子发射器 | 支持 | 不支持 |
| 拖尾 | 支持 | 不支持 |
| 单个粒子访问 | 不可(仅 GPU) | 可(从 GDScript) |
| 兼容模式 | 需要 Vulkan/Metal/D3D12 | 随处可用 |
| 材质类型 | ParticleProcessMaterial | 内置属性(无需材质) |
GPUParticles2D。仅当你需要兼容渲染器支持、需要在 GDScript 中读取粒子位置,或面向非常老旧的硬件时,才切换到 CPUParticles2D。
3. 基础设置
要创建一个基础的粒子效果,请在场景中添加一个 GPUParticles2D 节点,并为它分配一个 ParticleProcessMaterial。以下是 GDScript 中的最小配置:
# Create a GPUParticles2D node via code var particles = GPUParticles2D.new() particles.amount = 50 particles.lifetime = 2.0 particles.explosiveness = 0.0 # 0 = continuous, 1 = all at once particles.randomness = 0.5 # Create and assign the material var mat = ParticleProcessMaterial.new() mat.direction = Vector3(0, -1, 0) # Note: uses Vector3 even in 2D mat.initial_velocity_min = 50.0 mat.initial_velocity_max = 100.0 mat.gravity = Vector3(0, 98, 0) particles.process_material = mat add_child(particles)
GPUParticles2D 节点本身的主要属性:
amount— 同一时刻存活的粒子数量(默认:8)lifetime— 每个粒子的存活时长(秒)(默认:1.0)one_shot— 发射一次后停止(默认:false)explosiveness— 0.0 = 连续发射,1.0 = 所有粒子一次性发射randomness— 发射时机的随机偏移(0.0-1.0)speed_scale— 模拟速度的倍数emitting— 系统当前是否正在发射
4. ParticleProcessMaterial 深入解析
ParticleProcessMaterial 控制单个粒子在其生命周期中的行为方式。所有方向属性都使用 Vector3,即使对于 2D 粒子也是如此(Z 分量会被直接忽略)。
方向与速度
var mat = ParticleProcessMaterial.new() # Direction: normalized vector for initial particle heading mat.direction = Vector3(0, -1, 0) # Upward in 2D (Y is flipped) # Spread: cone angle in degrees (0 = straight line, 180 = hemisphere) mat.spread = 45.0 # Initial velocity: particles spawn with speed in this range mat.initial_velocity_min = 100.0 mat.initial_velocity_max = 200.0 # Gravity: constant acceleration applied every frame mat.gravity = Vector3(0, 98, 0) # Pulls downward in 2D
角速度
让粒子在移动时旋转。适用于碎片、彩纸屑或落叶。
mat.angular_velocity_min = -180.0 # degrees per second mat.angular_velocity_max = 180.0
生命周期内的缩放
使用 CurveTexture 让粒子尺寸在生命周期内变化:
var curve = Curve.new() curve.add_point(Vector2(0.0, 1.0)) # Full size at birth curve.add_point(Vector2(0.5, 1.2)) # Slightly larger at midlife curve.add_point(Vector2(1.0, 0.0)) # Shrink to nothing at death var curve_tex = CurveTexture.new() curve_tex.curve = curve mat.scale_curve = curve_tex
阻尼与吸引器
阻尼会随时间减慢粒子的速度,模拟空气阻力。吸引器(独立节点)会把粒子拉向某一点。
mat.damping_min = 5.0 mat.damping_max = 10.0
5. 颜色渐变
ParticleProcessMaterial 上的 color_ramp 属性接受一个 GradientTexture1D,用于在粒子生命周期内平滑地改变其颜色。这对于逼真的火焰、烟雾和魔法效果至关重要。
火焰渐变示例
var gradient = Gradient.new()
gradient.colors = PackedColorArray([
Color(1.0, 1.0, 1.0, 1.0), # White (hot core)
Color(1.0, 1.0, 0.2, 1.0), # Yellow
Color(1.0, 0.5, 0.0, 1.0), # Orange
Color(0.8, 0.1, 0.0, 0.8), # Red
Color(0.2, 0.0, 0.0, 0.0), # Dark red, transparent (fade out)
])
gradient.offsets = PackedFloat32Array([0.0, 0.15, 0.4, 0.7, 1.0])
var grad_tex = GradientTexture1D.new()
grad_tex.gradient = gradient
mat.color_ramp = grad_tex
你也可以设置一个扁平的 color 属性来代替渐变,用于生成颜色统一的粒子:
mat.color = Color(0.2, 0.6, 1.0, 0.8) # Semi-transparent blue
6. 发射形状
发射形状决定了粒子在何处生成。通过 ParticleProcessMaterial 上的 emission_shape 设置。
Point
所有粒子从节点的原点生成。这是默认形状。
mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_POINT
Sphere / Sphere Surface
粒子在球体内(或仅在其表面上)随机生成。
mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE mat.emission_sphere_radius = 50.0 # Surface only: mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE_SURFACE mat.emission_sphere_radius = 50.0
Box
粒子在一个矩形体积内随机生成。
mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX mat.emission_box_extents = Vector3(100, 10, 0) # Wide and thin
Ring
粒子在环形(甜甜圈)形状上生成,由内径/外径和高度定义。
mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_RING mat.emission_ring_radius = 80.0 # Outer radius mat.emission_ring_inner_radius = 60.0 # Inner radius (hole) mat.emission_ring_height = 0.0 # Flat ring mat.emission_ring_axis = Vector3(0, 0, 1) # Ring normal
EMISSION_SHAPE_BOX 与较宽的 X 范围和较窄的 Y 结合,可以制作地面高度的效果,如尘土拖尾或脚步粒子。
7. 实用配方
火焰
橙红色渐变、向上的速度、轻微的扩散,尺寸在生命周期内递减。
func create_fire() -> GPUParticles2D:
var p = GPUParticles2D.new()
p.amount = 40
p.lifetime = 0.8
p.randomness = 0.3
var mat = ParticleProcessMaterial.new()
mat.direction = Vector3(0, -1, 0)
mat.spread = 15.0
mat.initial_velocity_min = 40.0
mat.initial_velocity_max = 80.0
mat.gravity = Vector3(0, -20, 0) # Slight upward pull
mat.damping_min = 5.0
mat.damping_max = 10.0
# Color ramp: white -> yellow -> orange -> red -> transparent
var grad = Gradient.new()
grad.colors = PackedColorArray([
Color(1, 1, 1, 1), Color(1, 1, 0.2, 1),
Color(1, 0.4, 0, 0.9), Color(0.6, 0.1, 0, 0.4),
Color(0.2, 0, 0, 0)
])
grad.offsets = PackedFloat32Array([0.0, 0.1, 0.35, 0.7, 1.0])
var grad_tex = GradientTexture1D.new()
grad_tex.gradient = grad
mat.color_ramp = grad_tex
# Scale: shrink over time
var curve = Curve.new()
curve.add_point(Vector2(0, 0.8))
curve.add_point(Vector2(0.3, 1.0))
curve.add_point(Vector2(1, 0.0))
var curve_tex = CurveTexture.new()
curve_tex.curve = curve
mat.scale_curve = curve_tex
p.process_material = mat
return p
烟雾
灰色渐变、缓慢上升、大范围扩散、低 alpha 以呈现缥缈的外观。
func create_smoke() -> GPUParticles2D:
var p = GPUParticles2D.new()
p.amount = 25
p.lifetime = 3.0
p.randomness = 0.5
var mat = ParticleProcessMaterial.new()
mat.direction = Vector3(0, -1, 0)
mat.spread = 35.0
mat.initial_velocity_min = 10.0
mat.initial_velocity_max = 30.0
mat.gravity = Vector3(0, -5, 0)
mat.damping_min = 2.0
mat.damping_max = 5.0
mat.angular_velocity_min = -30.0
mat.angular_velocity_max = 30.0
var grad = Gradient.new()
grad.colors = PackedColorArray([
Color(0.6, 0.6, 0.6, 0.0), Color(0.5, 0.5, 0.5, 0.3),
Color(0.4, 0.4, 0.4, 0.2), Color(0.3, 0.3, 0.3, 0.0)
])
grad.offsets = PackedFloat32Array([0.0, 0.15, 0.6, 1.0])
var grad_tex = GradientTexture1D.new()
grad_tex.gradient = grad
mat.color_ramp = grad_tex
# Scale: grow over time (smoke expands)
var curve = Curve.new()
curve.add_point(Vector2(0, 0.3))
curve.add_point(Vector2(0.5, 1.0))
curve.add_point(Vector2(1, 1.5))
var curve_tex = CurveTexture.new()
curve_tex.curve = curve
mat.scale_curve = curve_tex
p.process_material = mat
return p
雨
蓝白色条纹、强烈的向下重力、狭窄的扩散、大量粒子。
func create_rain() -> GPUParticles2D:
var p = GPUParticles2D.new()
p.amount = 200
p.lifetime = 1.0
# Use a box emission to cover the screen width
var mat = ParticleProcessMaterial.new()
mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
mat.emission_box_extents = Vector3(600, 0, 0)
mat.direction = Vector3(0.05, 1, 0) # Slightly angled
mat.spread = 3.0
mat.initial_velocity_min = 400.0
mat.initial_velocity_max = 500.0
mat.gravity = Vector3(0, 200, 0)
var grad = Gradient.new()
grad.colors = PackedColorArray([
Color(0.7, 0.8, 1.0, 0.6), Color(0.7, 0.85, 1.0, 0.4),
Color(0.7, 0.85, 1.0, 0.0)
])
grad.offsets = PackedFloat32Array([0.0, 0.8, 1.0])
var grad_tex = GradientTexture1D.new()
grad_tex.gradient = grad
mat.color_ramp = grad_tex
# Stretch particles to look like streaks
mat.scale_min = 0.5
mat.scale_max = 0.5
p.process_material = mat
return p
火花
黄橙色、爆发式喷发、高初速度、短生命周期。
func create_sparks() -> GPUParticles2D:
var p = GPUParticles2D.new()
p.amount = 30
p.lifetime = 0.5
p.one_shot = true
p.explosiveness = 1.0 # All at once
var mat = ParticleProcessMaterial.new()
mat.direction = Vector3(0, -1, 0)
mat.spread = 180.0 # Full sphere
mat.initial_velocity_min = 150.0
mat.initial_velocity_max = 300.0
mat.gravity = Vector3(0, 200, 0) # Fall quickly
mat.damping_min = 10.0
mat.damping_max = 20.0
var grad = Gradient.new()
grad.colors = PackedColorArray([
Color(1, 1, 0.8, 1), Color(1, 0.7, 0.1, 1),
Color(1, 0.3, 0, 0.5), Color(0.5, 0.1, 0, 0)
])
grad.offsets = PackedFloat32Array([0.0, 0.2, 0.6, 1.0])
var grad_tex = GradientTexture1D.new()
grad_tex.gradient = grad
mat.color_ramp = grad_tex
# Scale: start small, stay small
mat.scale_min = 0.3
mat.scale_max = 0.6
p.process_material = mat
return p
雪
白色粒子、缓慢温和的下落、大范围扩散、轻微的水平飘移。
func create_snow() -> GPUParticles2D:
var p = GPUParticles2D.new()
p.amount = 100
p.lifetime = 5.0
p.randomness = 0.8
var mat = ParticleProcessMaterial.new()
mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
mat.emission_box_extents = Vector3(500, 0, 0)
mat.direction = Vector3(0.1, 1, 0)
mat.spread = 10.0
mat.initial_velocity_min = 20.0
mat.initial_velocity_max = 40.0
mat.gravity = Vector3(0, 10, 0)
mat.damping_min = 1.0
mat.damping_max = 3.0
mat.angular_velocity_min = -45.0
mat.angular_velocity_max = 45.0
var grad = Gradient.new()
grad.colors = PackedColorArray([
Color(1, 1, 1, 0), Color(1, 1, 1, 0.8),
Color(1, 1, 1, 0.7), Color(1, 1, 1, 0)
])
grad.offsets = PackedFloat32Array([0.0, 0.05, 0.8, 1.0])
var grad_tex = GradientTexture1D.new()
grad_tex.gradient = grad
mat.color_ramp = grad_tex
mat.scale_min = 0.3
mat.scale_max = 0.8
p.process_material = mat
return p
8. 3D 粒子(GPUParticles3D)
GPUParticles3D 的工作方式与 GPUParticles2D 完全相同,但在 3D 空间中运行。使用的是同一个 ParticleProcessMaterial。主要区别:
Vector3的全部 3 个轴都生效(X、Y、Z)- 发射形状在完整的 3D 中工作(球体是真正的球体,盒体是体积)
- 你可以将
draw_pass_1与QuadMesh或自定义网格搭配,用于公告板粒子 - 网格粒子可以使用
StandardMaterial3D或ORMMaterial3D
# 3D fire torch example var particles_3d = GPUParticles3D.new() particles_3d.amount = 60 particles_3d.lifetime = 1.0 var mat = ParticleProcessMaterial.new() mat.direction = Vector3(0, 1, 0) # Upward in 3D mat.spread = 20.0 mat.initial_velocity_min = 1.0 mat.initial_velocity_max = 2.0 mat.gravity = Vector3(0, -0.5, 0) # Slight counter-gravity # Emission from a small sphere mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE mat.emission_sphere_radius = 0.2 particles_3d.process_material = mat # Use a QuadMesh as the particle shape var quad = QuadMesh.new() quad.size = Vector2(0.3, 0.3) particles_3d.draw_pass_1 = quad # Billboard mode: particles always face the camera mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED add_child(particles_3d)
.tres 网格分配给 draw_pass_1 并为其应用 StandardMaterial3D。每个粒子都会渲染为该网格的副本。
9. 子发射器
Godot 4 支持用于粒子生成粒子效果的子发射器。子发射器是另一个 GPUParticles2D/GPUParticles3D 节点,它会在每个父粒子的位置发射粒子。这非常适合:
- 从火焰粒子中飞散的火花
- 烟花爆炸后留下的烟雾轨迹
- 碰撞时的飞溅水滴
- 二次爆炸
设置子发射器:
# 1. Create the sub-emitter node (must be a sibling or child) var sub_sparks = GPUParticles2D.new() sub_sparks.amount = 4 sub_sparks.lifetime = 0.3 sub_sparks.explosiveness = 1.0 sub_sparks.emitting = false # Controlled by parent var sub_mat = ParticleProcessMaterial.new() sub_mat.direction = Vector3(0, -1, 0) sub_mat.spread = 180.0 sub_mat.initial_velocity_min = 50.0 sub_mat.initial_velocity_max = 100.0 sub_sparks.process_material = sub_mat add_child(sub_sparks) # 2. Reference it from the parent material var parent_mat: ParticleProcessMaterial = fire_particles.process_material parent_mat.sub_emitter_mode = ParticleProcessMaterial.SUB_EMITTER_AT_END # Also: SUB_EMITTER_AT_COLLISION, SUB_EMITTER_CONSTANT # 3. Set the sub_emitter property on the parent node fire_particles.sub_emitter = fire_particles.get_path_to(sub_sparks)
子发射器模式:
SUB_EMITTER_CONSTANT— 从每个父粒子持续发射SUB_EMITTER_AT_END— 在父粒子消亡时发射SUB_EMITTER_AT_COLLISION— 在父粒子碰撞时发射
GPUParticles,不适用于 CPUParticles。每个子发射器都会增加 GPU 开销,因此请把子发射器的粒子数保持在较低水平(每个父粒子 4-8 个)。
10. 性能技巧
-
数量与生命周期的权衡:
可见粒子总数 =
amount。如果你增加lifetime,粒子会存留更久。为此可减少amount来平衡,或增加它以获得更密集的效果。 -
使用可见范围(3D):
在 GPUParticles3D 上设置
visibility_range_end,让远处的粒子系统停止渲染。这对开放世界是一大收益。 -
固定 FPS:
在粒子节点上设置
fixed_fps(例如 30)以限制模拟更新次数。粒子仍会平滑插值,但占用更少的 GPU 时间。 -
用 One-shot 处理爆发:
对于类似爆炸的效果,使用
one_shot = true搭配explosiveness = 1.0。生命周期结束后即可释放该节点。 -
在 3D 中使用 LOD:
将
visibility_range_begin/end与多个不同细节级别的粒子节点结合,实现 LOD(细节层次)粒子效果。 -
避免过度绘制:
大量半透明粒子相互重叠 = 昂贵的填充率。请减少
amount,改用更大且 alpha 更低的粒子。
11. Godot 3 到 4 的迁移
如果你正在把项目从 Godot 3 迁移到 Godot 4,以下是粒子方面的主要变化:
| Godot 3 | Godot 4 | 备注 |
|---|---|---|
Particles2D |
GPUParticles2D |
已重命名 |
Particles (3D) |
GPUParticles3D |
已重命名 |
ParticlesMaterial |
ParticleProcessMaterial |
重命名并加入新功能 |
CPUParticles2D |
CPUParticles2D |
未更改 |
CPUParticles |
CPUParticles3D |
为清晰起见而重命名 |
| 无子发射器 | sub_emitter_mode |
Godot 4 新增 |
| 无拖尾 | trail_enabled |
Godot 4 新增 |
flag_align_y |
particle_flag_align_y |
属性已重命名 |
ParticlesMaterial 的引用都需要手动更新为 ParticleProcessMaterial。
使用 MCP Pro 自动化粒子效果
想让 AI 为你创建粒子效果吗?Godot MCP Pro 包含专门的粒子工具,内置火焰、烟雾、雨、雪、火花等预设。只需一次对话即可完全掌控材质、渐变和发射形状。
- create_particles
- set_particle_material
- set_particle_color_gradient
- apply_particle_preset
- get_particle_info