REBOUND v0.54 · Third-party VFX credits and provenance

Only the free CC0 resources below are used. Credit is retained voluntarily for traceability. No creator endorsement is implied. Paid presets, creator preview media, demo scenes, upstream GDScript/controllers, addons, light rigs, models and audio are not used by these VFX adaptations.

1. Binbun3D · Stylized Flame FX (free), CC0
Official source: https://binbun3d.itch.io/flame-fx
License: BINBUN_FLAME_FX_LICENSE.txt
Pinned free upload 16942745, 2026-03-26 20:18 UTC.
FlameFXFree.zip SHA-256: ecac4ed63cb7827a10c2038ce51a2793a341066450e0a3c6b485fdcaa7258153

Reviewed fire_particle.gdshader and fire_core.gdshader equations are adapted in shaders/area_v054_creator_flame.gdshaderinc, used by area_v054_flow.gdshader and area_v054_rime_fire.gdshader. The reviewed assigned noise/Curve recipe is preserved as the baked creator noise and creator alpha CurveTexture under assets/vfx/area_v054. Automatic particle time and transport are replaced by REBOUND-owned source-age, analytical transport, bounded shared batches and deterministic lifecycle input. Ground/wind/rupture use a separate source-derived noise recipe with a REBOUND seed. Original selected shader texts are preserved as inert .txt for provenance under third_party/area_v054, not executed controllers. See that directory's PROVENANCE.md and SUBSET_SHA256.json for exact source/derivative details.

2. Binbun3D · Stylized Hit FX (free), CC0
Official source: https://binbun3d.itch.io/hit-fx
License: BINBUN_HIT_FX_LICENSE.txt
Pinned free upload 16948810, 2026-03-27 10:57 UTC.
HitFXFree.zip SHA-256: 65ddccb28c77c53d1e196e6fc86cff58e60811e2ce1783875332aef7581f584b

Reviewed impact_slash, streaks, spiral_dust and flare forms are adapted by combat_v054_slash, combat_v054_streaks, combat_v054_spiral and combat_v054_flare shaders. impact_slash also informs area_v054_rupture; impact_slash/streaks inform hostile_v054_surface. combat_v054_color.gdshaderinc provides REBOUND-owned display-color conversion shared with the original body/beam/sprite integration. Adaptations use source-age/identity and guarded numerical domains rather than upstream automatic time, particle controllers, depth sampling or demo emitters. REBOUND owns geometry, target receipts, damage semantics, batching and lifecycle. Selected upstream text is retained for attribution only. See assets/vfx/combat_v054/PROVENANCE.md and assets/vfx/cc0/hostile_v054/PROVENANCE.md.

3. Raffaele Picca · Godot particle and VFX textures, CC0-1.0
Creator-preferred voluntary credit: Raffaele Picca - raffaelepicca.com
Official source: https://github.com/RPicster/Godot-particle-and-vfx-textures
Pinned commit: 9bb6fe7cc50534e171d2093630f3288773c8c865
License: RPICSTER_CC0-1.0.txt (full legal text)

Used source texture → runtime file:
- textures/1024/alpha/effect_4.png → area_v054/area_v054_wind_streak.png (unchanged); impact_v054/vortex.png (unchanged); cc0/hostile_v054/torn_spiral.png (256×256 RGBA LANCZOS derivative)
- textures/1024/alpha/effect_3.png → combat_v054/impact_streaks.png (unchanged)
- textures/1024/alpha/effect_1.png → cc0/hostile_v054/impact_streaks.png (256×256 RGBA LANCZOS derivative)
- textures/1024/alpha/spotlight_2.png → combat_v054/contact_flare.png and impact_v054/flare.png (unchanged); cc0/hostile_v054/muzzle_flare.png (256×256 RGBA LANCZOS derivative)
- textures/particle_examples/alpha/floaty_32.png → combat_v054/motes_7x7.png (unchanged, 7×7 non-looping sparkle/mote frames)
- textures/particle_examples/alpha/floaty_64.png → impact_v054/motes.png (unchanged, 7×7 mote frames)
- textures/particle_examples/alpha/random_selection.png → impact_v054/impact_atlas.png (unchanged, three alternative impacts, not a temporal animation)
All runtime destinations above are under assets/vfx/. These are authored streak, flare, impact and mote textures, not smoke or flame animation sheets. Hostile masks receive bounded shader alpha shaping; tint and motion are supplied by REBOUND.

4. Original REBOUND work and other notices
Source-clock controllers, deterministic batching, integration geometry, gameplay receipts, fields/skills, analytical transport, lifecycle/cleanup logic and additional original shaders remain REBOUND work. This attribution does not claim third-party authors created or endorsed the game. Godot engine/third-party notices, UI font OFL, display-font DejaVu license and original music notice are separately included in the Windows package's licenses directory. No third-party audio was acquired with these VFX packs.
