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Custom Particles

The Custom workspace creates client-side particles from PNG textures. Open Shine > Custom > Custom Particles.

Particle Templates

TemplateBehavior
Ambient AirSpawns camera-facing particles in open air around the player.
Falling From BlocksEmits below selected source blocks and falls through open air. At least one source block is required.
Interactive Ground LitterPlaces flat particles on selected solid surfaces and pushes them when the player walks through them.

Each definition has separate tabs for behavior, appearance, environment, motion, and performance.

Create a Particle

  1. Open the Custom Particles editor and select Add.
  2. Choose a particle template.
  3. Import a PNG texture.
  4. Set the environment filters you need: dimension, weather, time, height, biomes, and blocks.
  5. Tune motion, density, range, lifetime, and caps.
  6. Select Done to save the definitions.

The editor accepts PNG textures only. For animation, put equally sized frames in one vertical strip, then set Frames and Frame Ticks to match the image.

An empty biome list means every biome. For ground litter, an empty block list allows any solid surface.

Limits

Every definition has its own particle cap, and all custom definitions share a second global cap.

Import and Export

Use Export Pack to create a .shinepack containing the current custom definitions and their textures. Import Pack merges a .shinepack into the current library instead of replacing it. Conflicting definition IDs and texture names are renamed during import.

Custom particle packs are separate from Shine visual presets and Shine Packs. Shine does not discover .shinepack files from the resource-packs folder; import them from the Custom Particles editor.

Pack creators can see the archive format in Custom Particle Packs.

Local Files

Custom particle data is stored under:

text
config/shine/custom_particles/

The folder contains definitions.json and a textures/ directory. The in-game editor sanitizes IDs, ranges, and safety caps.