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

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[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://r5ekj20pw3d8"
path="res://.godot/imported/metal_tiny_hit_impact_01.wav-9c28aad71847caa2ec8b738aac8fae70.sample"
[deps]
source_file="res://audio/sounds/metal_tiny_hit_impact_01.wav"
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@@ -4,6 +4,17 @@ Trap Cycle - 9mm M&P Drop Mag Empty C.wav
Gamemaster Audio
Trap Place - impact_deep_thud_bounce_09.wav
Explosions
- explosion_large_01.wav
- explosion_large_02.wav
- explosion_large_03.wav
- explosion_large_04.wav
- explosion_small_01.wav
- explosion_small_02.wav
- explosion_small_03.wav
- explosion_small_04.wav
Disarm Tap - metal_tiny_hit_impact_01.wav
OTBTechno
Trap Alert - 134688__otbtechno__bike-bell.wav

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@@ -1,13 +1,15 @@
[gd_scene load_steps=6 format=3 uid="uid://by6suwmds7xq2"]
[gd_scene load_steps=7 format=3 uid="uid://by6suwmds7xq2"]
[ext_resource type="Script" uid="uid://d3t381vws7vns" path="res://scripts/test_level.gd" id="1_qcd3b"]
[ext_resource type="PackedScene" uid="uid://bgocskbofewsr" path="res://templates/HUD.tscn" id="1_x4b8f"]
[ext_resource type="Script" uid="uid://cymi1n4gavixy" path="res://scripts/level_camera.gd" id="3_qcd3b"]
[ext_resource type="PackedScene" uid="uid://eaw46gqf17aw" path="res://templates/explosion.tscn" id="6_qcd3b"]
[ext_resource type="MeshLibrary" uid="uid://bhpyvhf36jl0f" path="res://testing.tres" id="7_88ety"]
[ext_resource type="MeshLibrary" uid="uid://cvhm40o2uw5mr" path="res://testing markers.tres" id="7_ahbqi"]
[node name="Node3D" type="Node3D"]
script = ExtResource("1_qcd3b")
difficulty = 5
[node name="CanvasLayer" type="CanvasLayer" parent="."]
layer = 1000
@@ -51,3 +53,12 @@ mesh_library = ExtResource("7_ahbqi")
cell_size = Vector3(1, 1, 1)
cell_center_y = false
metadata/_editor_floor_ = Vector3(0, -1, 0)
[node name="Explosion4" parent="." instance=ExtResource("6_qcd3b")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.4760416, 0, 1.06534)
[node name="Explosion5" parent="." instance=ExtResource("6_qcd3b")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.4470272, 0, 0.15185928)
[node name="Explosion6" parent="." instance=ExtResource("6_qcd3b")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.4994788, 0, -0.94687414)

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@@ -1,4 +1,4 @@
[gd_scene load_steps=20 format=3 uid="uid://dd40q2mv84pmc"]
[gd_scene load_steps=25 format=3 uid="uid://dd40q2mv84pmc"]
[ext_resource type="Script" uid="uid://dhu2psbhh1rl8" path="res://scripts/title_screen.gd" id="1_e54dn"]
[ext_resource type="Shader" uid="uid://b2g6yddun2l6e" path="res://visuals/shaders/noise.gdshader" id="2_3yumr"]
@@ -12,6 +12,10 @@
[ext_resource type="AudioStream" uid="uid://doelc8yt5snc2" path="res://audio/sounds/Keypad A.wav" id="7_cs5ya"]
[ext_resource type="Texture2D" uid="uid://bjwelo48s6aoh" path="res://visuals/images/title frame.png" id="11_u26n3"]
[ext_resource type="Material" uid="uid://cysw8uwdmtv1v" path="res://visuals/materials/lowres-text.tres" id="12_ib7db"]
[ext_resource type="Shader" uid="uid://b202rwkcmmg56" path="res://visuals/shaders/matrix.gdshader" id="13_4qe4i"]
[ext_resource type="Texture2D" uid="uid://dpfq1o38kl88c" path="res://visuals/textures/glyphs.png" id="14_p07av"]
[ext_resource type="Texture2D" uid="uid://i0esgu8xi4dp" path="res://visuals/textures/small_noise.tres" id="15_khjys"]
[ext_resource type="Texture2D" uid="uid://dri0a20l6kpbj" path="res://visuals/images/icon.svg" id="16_174rq"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tpml5"]
shader = ExtResource("2_3yumr")
@@ -81,6 +85,11 @@ shader = SubResource("Shader_u26n3")
shader_parameter/threshold = 0.5
shader_parameter/strength = 0.10300002864250002
[sub_resource type="ShaderMaterial" id="ShaderMaterial_lrxh4"]
shader = ExtResource("13_4qe4i")
shader_parameter/chars = ExtResource("14_p07av")
shader_parameter/noise_tex = ExtResource("15_khjys")
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
@@ -305,3 +314,10 @@ theme_override_font_sizes/font_size = 40
text = "TRAP & GUN ACTION"
clip_text = true
text_overrun_behavior = 1
[node name="TextureRect4" type="TextureRect" parent="."]
material = SubResource("ShaderMaterial_lrxh4")
layout_mode = 0
offset_right = 1920.0
offset_bottom = 1080.0
texture = ExtResource("16_174rq")

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@@ -10,27 +10,27 @@ const action_value : Dictionary[String, int] = {
const icon_textures : Array = [
{
"normal" : preload("res://visuals/images/icons/switch button.png"),
"pressed" : preload("res://visuals/images/icons/lit switch button.png")
"normal" : preload("res://visuals/images/icons/button-detonate.png"),
"pressed" : preload("res://visuals/images/icons/button-detonate-hit.png")
},
{
"normal" : preload("res://visuals/images/icons/trap button.png"),
"pressed" : preload("res://visuals/images/icons/lit trap button.png")
"normal" : preload("res://visuals/images/icons/button-trap.png"),
"pressed" : preload("res://visuals/images/icons/button-trap-hit.png")
},
{
"normal" : preload("res://visuals/images/icons/detect button.png"),
"pressed" : preload("res://visuals/images/icons/lit detect button.png")
"normal" : preload("res://visuals/images/icons/button-detect.png"),
"pressed" : preload("res://visuals/images/icons/button-detect-hit.png")
},
{
"normal" : preload("res://visuals/images/icons/ranged attack button.png"),
"pressed" : preload("res://visuals/images/icons/lit ranged attack button.png")
"normal" : preload("res://visuals/images/icons/button-attack.png"),
"pressed" : preload("res://visuals/images/icons/button-attack-hit.png")
},
]
const disarm_icon_template = preload("res://templates/disarm_icon.tscn")
const success_sound = preload("res://audio/sounds/menu select.wav")
const fail_sound = preload("res://audio/sounds/134688__otbtechno__bike-bell.wav")
const progress_sound = preload("res://audio/sounds/BUTTON Generic Metal Medium High Mechanics 02.wav")
const success_sound = preload("res://audio/sounds/TomWinandySFX_UI_ScifiTech_Notification_13.wav")
const fail_sound = preload("res://audio/sounds/TomWinandySFX_UI_ScifiTech_Cancel_05.wav")
const progress_sound = preload("res://audio/sounds/metal_tiny_hit_impact_01.wav")
@onready var confirmation_dialog : ConfirmationDialog = %ConfirmationDialog
@onready var disarm_window : PanelContainer = %DisarmWindow
@@ -56,7 +56,7 @@ func start_disarming() -> void:
progress = 0
disarm_icons = []
disarm_buttons = []
for i in range(difficulty):
for i in range(Game.level.difficulty):
var btn = randi_range(0,3)
var icon : TextureButton = disarm_icon_template.instantiate()
icon.texture_normal = icon_textures[btn].normal
@@ -71,7 +71,7 @@ func start_disarming() -> void:
func try_advance(btn : int) -> void:
if btn == disarm_buttons[progress]:
disarm_icons[progress].set_pressed_no_signal(true)
disarm_icons[progress].button_pressed = true
progress += 1
if progress >= len(disarm_buttons):
Game.player.close_modal()

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@@ -59,6 +59,10 @@ func is_valid_trap_square(crd : Vector3i) -> bool:
return false
return true
func activate_trap(crd : Vector3i) -> void:
var trap = traps[crd]
#if trap:
func generate_trap(type : Trap.Type, square : Vector3i):
var trap = trap_template.instantiate()

11
scripts/trap_fx.gd Normal file
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@@ -0,0 +1,11 @@
extends Node3D
@onready var anim_player : AnimationPlayer = $AnimationPlayer
func _ready() -> void:
anim_player.play("default")
func _on_timer_timeout() -> void:
print("Done")
queue_free()

1
scripts/trap_fx.gd.uid Normal file
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@@ -0,0 +1 @@
uid://dq4fq3sdlrtt2

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@@ -5,6 +5,7 @@
[node name="DisarmIcon" type="TextureButton"]
custom_minimum_size = Vector2(32, 32)
toggle_mode = true
texture_normal = ExtResource("1_tmc0a")
texture_pressed = ExtResource("2_75gk1")
ignore_texture_size = true

301
templates/explosion.tscn Normal file
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@@ -0,0 +1,301 @@
[gd_scene load_steps=41 format=3 uid="uid://eaw46gqf17aw"]
[ext_resource type="Script" uid="uid://dq4fq3sdlrtt2" path="res://scripts/trap_fx.gd" id="1_77qbl"]
[ext_resource type="Material" uid="uid://d0igimpfbmiye" path="res://visuals/materials/explosion_cloud.tres" id="2_l2v4y"]
[ext_resource type="AudioStream" uid="uid://dqup45qbcs0a0" path="res://audio/sounds/explosion_small_01.wav" id="3_8g7xx"]
[ext_resource type="AudioStream" uid="uid://dg1on6er2ielh" path="res://audio/sounds/explosion_small_02.wav" id="4_d5gho"]
[ext_resource type="AudioStream" uid="uid://b6nc3881sxtm8" path="res://audio/sounds/explosion_small_03.wav" id="5_gf6ds"]
[ext_resource type="AudioStream" uid="uid://dvlnht0r462yk" path="res://audio/sounds/explosion_small_04.wav" id="6_p88g7"]
[ext_resource type="Shader" uid="uid://dkfrhh35nf022" path="res://visuals/shaders/explosive_streaks.gdshader" id="7_l2v4y"]
[ext_resource type="Texture2D" uid="uid://bgud1c43hsss0" path="res://visuals/textures/explosive_streaks.png" id="8_8g7xx"]
[ext_resource type="Texture2D" uid="uid://c4r0yuw28xqrc" path="res://visuals/textures/explosive_noise.tres" id="8_d5gho"]
[sub_resource type="Curve" id="Curve_bu3n0"]
_data = [Vector2(0, 1), 0.0, 0.10453241, 0, 0, Vector2(0.57246375, 0.8988764), -0.65023583, -0.65023583, 0, 0, Vector2(1, 0), -5.1685348, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_spfcl"]
texture_mode = 1
curve = SubResource("Curve_bu3n0")
[sub_resource type="Gradient" id="Gradient_l0oiq"]
offsets = PackedFloat32Array(0, 0.44642857)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_apxyt"]
gradient = SubResource("Gradient_l0oiq")
[sub_resource type="Curve" id="Curve_uul3r"]
_data = [Vector2(0.021739125, 1), 0.0, 0.0, 0, 0, Vector2(0.4710145, 0.32584274), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_h4jc3"]
curve = SubResource("Curve_uul3r")
[sub_resource type="Curve" id="Curve_2tsig"]
_data = [Vector2(0, 0.29213488), 0.0, 3.0099149, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_78p8h"]
curve = SubResource("Curve_2tsig")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_6ym0g"]
emission_shape = 6
emission_ring_axis = Vector3(0, -1, 0)
emission_ring_height = 2.0
emission_ring_radius = 2.0
emission_ring_inner_radius = 0.0
emission_ring_cone_angle = 56.79
radial_velocity_min = 6.4999776
radial_velocity_max = 7.4999776
radial_velocity_curve = SubResource("CurveTexture_h4jc3")
gravity = Vector3(0, 5, 0)
scale_min = 1.6999999
scale_max = 3.0
scale_curve = SubResource("CurveTexture_78p8h")
color_ramp = SubResource("GradientTexture1D_apxyt")
alpha_curve = SubResource("CurveTexture_spfcl")
[sub_resource type="SphereMesh" id="SphereMesh_4y8np"]
[sub_resource type="Curve" id="Curve_0a065"]
_data = [Vector2(0, 1), 0.0, 0.10453241, 0, 0, Vector2(0.57246375, 0.8988764), -0.65023583, -0.65023583, 0, 0, Vector2(1, 0), -5.1685348, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_ska33"]
texture_mode = 1
curve = SubResource("Curve_0a065")
[sub_resource type="Gradient" id="Gradient_7pxcp"]
offsets = PackedFloat32Array(0, 0.10714286, 0.45535713)
colors = PackedColorArray(0, 0, 0, 1, 0.19607843, 0.19607843, 0.19607843, 1, 1, 1, 1, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_h1pp0"]
gradient = SubResource("Gradient_7pxcp")
[sub_resource type="Curve" id="Curve_2sdsb"]
_data = [Vector2(0.021739125, 1), 0.0, 0.0, 0, 0, Vector2(0.4710145, 0.32584274), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_h4c7m"]
curve = SubResource("Curve_2sdsb")
[sub_resource type="Curve" id="Curve_mojh2"]
_data = [Vector2(0, 0.29213488), 0.0, 3.0099149, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_4dm4u"]
curve = SubResource("Curve_mojh2")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_gp5gk"]
emission_shape_scale = Vector3(0.5, 0.5, 0.5)
emission_shape = 6
emission_ring_axis = Vector3(0, -1, 0)
emission_ring_height = 2.0
emission_ring_radius = 2.0
emission_ring_inner_radius = 0.0
emission_ring_cone_angle = 56.79
angle_min = -720.0
angle_max = 720.0
radial_velocity_min = 3.2499776
radial_velocity_max = 3.7499776
radial_velocity_curve = SubResource("CurveTexture_h4c7m")
gravity = Vector3(0, 5, 0)
scale_min = 0.84999996
scale_max = 1.5
scale_curve = SubResource("CurveTexture_4dm4u")
color_ramp = SubResource("GradientTexture1D_h1pp0")
alpha_curve = SubResource("CurveTexture_ska33")
turbulence_noise_strength = 20.0
turbulence_noise_scale = 0.0
[sub_resource type="SphereMesh" id="SphereMesh_s37iy"]
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_urvwl"]
streams_count = 4
stream_0/stream = ExtResource("3_8g7xx")
stream_1/stream = ExtResource("4_d5gho")
stream_2/stream = ExtResource("5_gf6ds")
stream_3/stream = ExtResource("6_p88g7")
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render_priority = 0
shader = ExtResource("7_l2v4y")
shader_parameter/streaks_texture = ExtResource("8_8g7xx")
shader_parameter/explosion_texture = ExtResource("8_d5gho")
shader_parameter/streak_color = Color(3.2944162, 1.1558828, 0, 1)
[sub_resource type="Curve" id="Curve_gf6ds"]
_data = [Vector2(0.13768117, 0.022471905), 0.0, 2.907304, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
point_count = 2
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direction = Vector3(0, 1, 0)
spread = 90.0
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scale_min = 2.0
scale_max = 6.0
scale_curve = SubResource("CurveTexture_gf6ds")
alpha_curve = SubResource("CurveTexture_p88g7")
hue_variation_min = -2.2351742e-08
hue_variation_max = 0.99999994
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size = Vector2(0.25, 1)
center_offset = Vector3(0, 0.4, 0)
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tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
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tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("OmniLight3D:light_energy")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [20.0]
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[sub_resource type="Animation" id="Animation_gf6ds"]
resource_name = "default"
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ParticleFX:emitting")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
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"update": 1,
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tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("StreakFX:emitting")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.05),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [true]
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tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("OmniLight3D:light_energy")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.15),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [20.0, 0.0]
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_data = {
&"RESET": SubResource("Animation_d5gho"),
&"default": SubResource("Animation_gf6ds")
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[node name="Explosion" type="Node3D"]
script = ExtResource("1_77qbl")
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
material_override = ExtResource("2_l2v4y")
emitting = false
amount = 10
lifetime = 0.6
one_shot = true
explosiveness = 0.8
fixed_fps = 60
process_material = SubResource("ParticleProcessMaterial_6ym0g")
draw_pass_1 = SubResource("SphereMesh_4y8np")
[node name="ParticleFX" type="GPUParticles3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.4375714, 0, 0.5602956)
material_override = ExtResource("2_l2v4y")
emitting = false
amount = 10
lifetime = 0.6
one_shot = true
explosiveness = 0.8
fixed_fps = 60
process_material = SubResource("ParticleProcessMaterial_gp5gk")
draw_pass_1 = SubResource("SphereMesh_s37iy")
[node name="AudioStreamPlayer3D" type="AudioStreamPlayer3D" parent="."]
stream = SubResource("AudioStreamRandomizer_urvwl")
autoplay = true
[node name="Timer" type="Timer" parent="."]
wait_time = 3.0
one_shot = true
autostart = true
[node name="StreakFX" type="GPUParticles3D" parent="."]
material_override = SubResource("ShaderMaterial_8g7xx")
emitting = false
lifetime = 0.4
one_shot = true
explosiveness = 0.9
randomness = 1.0
fixed_fps = 60
process_material = SubResource("ParticleProcessMaterial_p88g7")
draw_pass_1 = SubResource("QuadMesh_bu3n0")
[node name="OmniLight3D" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
light_color = Color(1, 0.5917481, 0, 1)
light_energy = 20.0
omni_range = 10.0
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_p88g7")
}
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

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@@ -3,6 +3,7 @@
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shader_parameter/noise = ExtResource("3_e5im5")
shader_parameter/emissive_noise = ExtResource("2_143bf")
shader_parameter/color_gradient = SubResource("GradientTexture1D_ik0q2")
shader_parameter/emissive_color = Color(1, 0.32156864, 0, 1)
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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;
}
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// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
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shader_type spatial;
render_mode cull_disabled;
uniform sampler2D streaks_texture;
uniform sampler2D explosion_texture;
uniform vec4 streak_color : source_color;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
vec2 streak_uv = vec2(UV.x * .25 + floor(COLOR.r * 4.0) * .25, UV.y);
float n_val = texture(explosion_texture, UV).r;
float alpha = texture(streaks_texture, streak_uv).r * smoothstep(COLOR.a, 1, n_val);
ALBEDO = streak_color.rgb;
ALPHA = alpha;
}
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// // Called for every pixel for every light affecting the material.
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shader_type canvas_item;
uniform sampler2D chars;
uniform sampler2D noise_tex;
void fragment() {
// Random character
vec2 uv = fract(UV * 32.0); // loop uv 32 times for the characters (as the noise resolution is 32x32)
float noise = texture(noise_tex, UV).g;
noise = round(noise * 26.0) / 26.0; // make sure the color value are snapped by 0.1 (so its only 0.0, 0.1, 0.2, and so on) for perfect offset
uv.x = (uv.x / 26.0); // offset
uv.x += noise; // offset every character by the noise value
uv.x += round(TIME * 0.5 * 26.0)/26.0; // animate characters with TIME, then snapped by 0.1 so it doesnt slide. 0.5 is the speed, you might want to change that
// distortion
float rain = UV.y; // this is a vertical gradient
float distortion = texture(noise_tex, UV / vec2(1.0, 32.0)).g; // this will be used for distortion, using previous noise but only horizontal
distortion = round(distortion * 26.0) / 26.0; // for precision reason, you need to round your distortion too, otherwise some character wouldnt be fully shown
rain -= round(TIME * 0.2 * 32.0) / 32.0; // the 'rain' shouldn't move smoothly right? also, 0.2 is the speed
rain += distortion; // distort this gradient, turning it into a rain
rain = fract(rain); // loop the rain
rain = round(rain * 16.0) / 16.0; // pixelate the rain. Rounding by 32.0 or 8.0 is optional
rain = pow(rain, 3.0); // this is not necessary, i just think that it looks good
rain *= 2.0; // this is also not important, just making the characters brighter
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