Work on vfx and sfx for traps.

This commit is contained in:
2025-12-28 08:59:19 -05:00
parent 55eb37ca74
commit e632e54cba
67 changed files with 1312 additions and 15 deletions

View File

@@ -0,0 +1,46 @@
shader_type spatial;
uniform sampler2D noise;
uniform sampler2D emissive_noise;
uniform sampler2D color_gradient;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture;
uniform vec4 emissive_color : source_color = vec4(1.0, 0.3, 1.0, 1.0);
uniform float noise_strength : hint_range(0.1,2) = 1;
uniform float edge_distance : hint_range(1, 10) = 1;
uniform vec2 oscillation_speed = vec2(1,1);
varying vec3 world_vertex;
void vertex() {
// Called for every vertex the material is visible on.
vec2 uv = UV + TIME * oscillation_speed;
float noise_val = texture(noise, uv).r;
VERTEX = VERTEX + NORMAL * noise_strength * noise_val;
world_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
void fragment() {
// Called for every pixel the material is visible on.
vec3 color;
vec3 e_col = emissive_color.rgb;
vec2 uv = UV;
float g_noise_val = texture(noise, vec2(uv.x + TIME * 0.2, 0.5)).r;
g_noise_val *= g_noise_val;
float e_noise_val = texture(noise, uv + TIME * 0.2).r;
vec3 gradient_col = texture(color_gradient, vec2(g_noise_val, 0)).rgb;
color = gradient_col;
ALBEDO = color;
e_col = e_col * smoothstep(COLOR.r,1.0, texture(emissive_noise, UV).r) * 20.0;
EMISSION = e_col.rgb;
float depth_tex = texture(DEPTH_TEXTURE, SCREEN_UV).r;
float prox_factor = 1.0 - smoothstep(depth_tex, depth_tex + edge_distance, VERTEX.z);
float a_noise_val = smoothstep(0, .8, texture(noise, uv + TIME * 0.1).r);
ALPHA = COLOR.a * a_noise_val * prox_factor;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}