Floatbot assets added, and nodetunnel being implemented.
0
experimental/BinbunVFX/CC0
Normal file
@@ -0,0 +1,559 @@
|
||||
[gd_scene load_steps=59 format=3 uid="uid://bflg720h1w3d3"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://tb7n6ybv43ch" path="res://assets/BinbunVFX/shared/script/vfx_controller.gd" id="1_so17j"]
|
||||
[ext_resource type="Shader" uid="uid://b6ke6r1fjb8s3" path="res://assets/BinbunVFX/impact_explosions/src/shader/explosion_core.gdshader" id="2_d2rk6"]
|
||||
[ext_resource type="Material" uid="uid://dnw08mtonx63d" path="res://assets/BinbunVFX/impact_explosions/src/material/explosion/explosion_smoke.tres" id="2_plj08"]
|
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[ext_resource type="Shader" uid="uid://d28ltkmbbdcjb" path="res://assets/BinbunVFX/impact_explosions/src/shader/sparks.gdshader" id="3_msnhc"]
|
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[ext_resource type="Shader" uid="uid://bf8eiigjam2fr" path="res://assets/BinbunVFX/impact_explosions/src/shader/explostion_ring.gdshader" id="5_d2rk6"]
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[ext_resource type="Texture2D" uid="uid://85fb3gemkbhp" path="res://assets/BinbunVFX/shared/texture/cracks_01.png" id="5_otofc"]
|
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[ext_resource type="Texture2D" uid="uid://bbxo5nkvy537a" path="res://assets/BinbunVFX/shared/texture/cracks_emission_01.png" id="6_d2rk6"]
|
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[ext_resource type="Shader" uid="uid://ccd4kg68n7uox" path="res://assets/BinbunVFX/impact_explosions/src/shader/basic_billboard.gdshader" id="8_y01pw"]
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[ext_resource type="Script" uid="uid://bdk8hhttligw" path="res://assets/BinbunVFX/shared/script/vfx_light.gd" id="9_85p3d"]
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[sub_resource type="Gradient" id="Gradient_y01pw"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_85p3d"]
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noise_type = 2
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frequency = 0.02
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fractal_octaves = 1
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domain_warp_enabled = true
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domain_warp_type = 2
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domain_warp_amplitude = 5.0
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domain_warp_fractal_octaves = 1
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_csir3"]
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seamless = true
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color_ramp = SubResource("Gradient_y01pw")
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noise = SubResource("FastNoiseLite_85p3d")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_e6ocy"]
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resource_local_to_scene = true
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render_priority = 0
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shader = ExtResource("2_d2rk6")
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_csir3")
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shader_parameter/primary_color = Color(1, 0.662745, 0.0666667, 1)
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shader_parameter/texture_scale = Vector2(1, 1)
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shader_parameter/decay = 0.0
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shader_parameter/proximity_fade = false
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shader_parameter/proximity_fade_distance = 1.0
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shader_parameter/alpha_mode = 0
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[sub_resource type="SphereMesh" id="SphereMesh_awqfb"]
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radius = 1.8
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height = 3.6
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radial_segments = 32
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rings = 16
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[sub_resource type="Curve" id="Curve_msnhc"]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_csir3"]
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curve = SubResource("Curve_msnhc")
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[sub_resource type="Gradient" id="Gradient_msnhc"]
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offsets = PackedFloat32Array(0, 0.494872, 1)
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colors = PackedColorArray(1, 1, 1, 1, 0.623529, 0.921569, 0.921569, 1, 0.87451, 0.87451, 0.87451, 0.258824)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_e6ocy"]
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gradient = SubResource("Gradient_msnhc")
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[sub_resource type="Gradient" id="Gradient_plj08"]
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offsets = PackedFloat32Array(0.133333, 0.735897)
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colors = PackedColorArray(1, 0, 0, 1, 0, 0, 0, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_u3den"]
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gradient = SubResource("Gradient_plj08")
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[sub_resource type="Curve" id="Curve_plj08"]
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_data = [Vector2(0, 0.103036), 0.0, 2.87627, 0, 0, Vector2(0.502404, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), -0.135687, 0.0, 0, 0]
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point_count = 3
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[sub_resource type="CurveTexture" id="CurveTexture_fabmy"]
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curve = SubResource("Curve_plj08")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_cp01m"]
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particle_flag_align_y = true
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angle_min = -720.0
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angle_max = 720.0
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spread = 180.0
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initial_velocity_min = 6.0
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initial_velocity_max = 10.0
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gravity = Vector3(0, 0, 0)
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damping_min = 15.0
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damping_max = 20.0
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scale_min = 0.5
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scale_curve = SubResource("CurveTexture_fabmy")
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color_ramp = SubResource("GradientTexture1D_u3den")
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color_initial_ramp = SubResource("GradientTexture1D_e6ocy")
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alpha_curve = SubResource("CurveTexture_csir3")
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[sub_resource type="SphereMesh" id="SphereMesh_plj08"]
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radius = 1.2
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height = 2.4
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radial_segments = 32
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rings = 16
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|
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[sub_resource type="Gradient" id="Gradient_so17j"]
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colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
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[sub_resource type="GradientTexture2D" id="GradientTexture2D_y01pw"]
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gradient = SubResource("Gradient_so17j")
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fill = 1
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fill_from = Vector2(0.5, 0.5)
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fill_to = Vector2(0.5, 0)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_msnhc"]
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render_priority = 0
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shader = ExtResource("3_msnhc")
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shader_parameter/shape_texture = SubResource("GradientTexture2D_y01pw")
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shader_parameter/primary_color = Color(1, 0.662745, 0.0666667, 1)
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shader_parameter/secondary_color = Color(0.984314, 0.192157, 0, 1)
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[sub_resource type="Curve" id="Curve_otofc"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), -2.87029, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_e6ocy"]
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curve = SubResource("Curve_otofc")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_msnhc"]
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particle_flag_align_y = true
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angle_min = -720.0
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angle_max = 720.0
|
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spread = 180.0
|
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initial_velocity_min = 5.0
|
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initial_velocity_max = 20.0
|
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damping_min = 5.0
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damping_max = 10.0
|
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scale_min = 0.5
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scale_curve = SubResource("CurveTexture_e6ocy")
|
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[sub_resource type="QuadMesh" id="QuadMesh_so17j"]
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size = Vector2(0.05, 0.4)
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subdivide_width = 32
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subdivide_depth = 32
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_d2rk6"]
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noise_type = 2
|
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fractal_octaves = 3
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7t2vj"]
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seamless = true
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noise = SubResource("FastNoiseLite_d2rk6")
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[sub_resource type="Gradient" id="Gradient_d2rk6"]
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offsets = PackedFloat32Array(0.868159, 0.980099, 1)
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colors = PackedColorArray(0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1)
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[sub_resource type="GradientTexture2D" id="GradientTexture2D_cwquj"]
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gradient = SubResource("Gradient_d2rk6")
|
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width = 256
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height = 256
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fill = 1
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fill_from = Vector2(0.5, 0.5)
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fill_to = Vector2(0.5, 0)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_y01pw"]
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render_priority = 0
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shader = ExtResource("5_d2rk6")
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shader_parameter/ring_texture = SubResource("GradientTexture2D_cwquj")
|
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_7t2vj")
|
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shader_parameter/primary_color = Color(1, 0.662745, 0.0666667, 1)
|
||||
shader_parameter/secondary_color = Color(0.984314, 0.192157, 0, 1)
|
||||
shader_parameter/proximity_fade = false
|
||||
shader_parameter/proximity_fade_distance = 1.0
|
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shader_parameter/alpha_mode = 0
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[sub_resource type="Curve" id="Curve_y01pw"]
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_data = [Vector2(0, 1), 0.0, -0.971299, 0, 0, Vector2(1, 0), -0.989796, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_qiymc"]
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curve = SubResource("Curve_y01pw")
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[sub_resource type="Curve" id="Curve_d2rk6"]
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_data = [Vector2(0, 0), 0.0, 6.09936, 0, 0, Vector2(0.216346, 0.856486), 0.699631, 0.699631, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 3
|
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|
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[sub_resource type="CurveTexture" id="CurveTexture_78tnr"]
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curve = SubResource("Curve_d2rk6")
|
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_otofc"]
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particle_flag_align_y = true
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angle_min = 1.07288e-05
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angle_max = 720.0
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direction = Vector3(0, 1, 0)
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spread = 90.0
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initial_velocity_min = -0.2
|
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initial_velocity_max = 0.2
|
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gravity = Vector3(0, 0, 0)
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scale_min = 0.6
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scale_max = 1.2
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scale_curve = SubResource("CurveTexture_78tnr")
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alpha_curve = SubResource("CurveTexture_qiymc")
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|
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[sub_resource type="QuadMesh" id="QuadMesh_otofc"]
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size = Vector2(8, 8)
|
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subdivide_width = 32
|
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subdivide_depth = 32
|
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orientation = 1
|
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|
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[sub_resource type="Gradient" id="Gradient_85p3d"]
|
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offsets = PackedFloat32Array(0.29558, 1)
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colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
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|
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[sub_resource type="GradientTexture2D" id="GradientTexture2D_3i5cu"]
|
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gradient = SubResource("Gradient_85p3d")
|
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fill = 1
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fill_from = Vector2(0.5, 0.5)
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fill_to = Vector2(0.5, 0)
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|
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_y01pw"]
|
||||
noise_type = 2
|
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frequency = 0.02
|
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fractal_octaves = 2
|
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|
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_cwquj"]
|
||||
invert = true
|
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seamless = true
|
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seamless_blend_skirt = 1.0
|
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noise = SubResource("FastNoiseLite_y01pw")
|
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|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_85p3d"]
|
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render_priority = 0
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shader = ExtResource("8_y01pw")
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shader_parameter/mask_texture = SubResource("GradientTexture2D_3i5cu")
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_cwquj")
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shader_parameter/edge_smoothness = 0.5
|
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shader_parameter/color_smoothness = 1.0
|
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shader_parameter/tertiary_color = Color(0.227451, 0.223529, 0.180392, 1)
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shader_parameter/alpha_multiplier = 0.5
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shader_parameter/alpha_mode = 0
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[sub_resource type="Curve" id="Curve_85p3d"]
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_data = [Vector2(0, 0), 0.0, 1.01211, 0, 0, Vector2(1, 1), 0.977263, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_xi76h"]
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curve = SubResource("Curve_85p3d")
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|
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[sub_resource type="Gradient" id="Gradient_csir3"]
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colors = PackedColorArray(0, 0, 0, 1, 1, 0, 0, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_8vear"]
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gradient = SubResource("Gradient_csir3")
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[sub_resource type="Curve" id="Curve_752a7"]
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_limits = [0.0, 3.0, 0.0, 1.0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_pr5p5"]
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curve = SubResource("Curve_752a7")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_csir3"]
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spread = 180.0
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flatness = 0.8
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initial_velocity_min = 4.0
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initial_velocity_max = 6.0
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gravity = Vector3(0, 1, 0)
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damping_min = 1.0
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damping_max = 2.0
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||||
scale_over_velocity_curve = SubResource("CurveTexture_pr5p5")
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color_initial_ramp = SubResource("GradientTexture1D_8vear")
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alpha_curve = SubResource("CurveTexture_xi76h")
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[sub_resource type="QuadMesh" id="QuadMesh_e6ocy"]
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size = Vector2(4, 4)
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subdivide_width = 32
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subdivide_depth = 32
|
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[sub_resource type="Animation" id="Animation_plj08"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Decal:emission_energy")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Decal:albedo_mix")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Decal:modulate")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Color(0, 0, 0, 1)]
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("Rings:emitting")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [false]
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Core:material_override:shader_parameter/decay")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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tracks/5/type = "value"
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tracks/5/imported = false
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tracks/5/enabled = true
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tracks/5/path = NodePath("Dust:emitting")
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tracks/5/interp = 1
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tracks/5/loop_wrap = true
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tracks/5/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [false]
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}
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tracks/6/type = "value"
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/path = NodePath("Light:light_multiplier")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [1.0]
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}
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[sub_resource type="Animation" id="Animation_v36aq"]
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resource_name = "main"
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length = 1.2
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step = 0.05
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tracks/0/type = "value"
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tracks/0/imported = false
|
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tracks/0/enabled = true
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tracks/0/path = NodePath("Smoke:emitting")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0.05),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [true]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Sparks:emitting")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0.05),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [true]
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}
|
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Decal:emission_energy")
|
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tracks/2/interp = 1
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@@ -0,0 +1,520 @@
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[ext_resource type="Texture2D" uid="uid://bbxo5nkvy537a" path="res://experimental/BinbunVFX/shared/texture/cracks_emission_01.png" id="5_t82mc"]
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||||
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|
||||
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|
||||
shader_parameter/primary_color = Color(1, 0.529412, 0, 1)
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/proximity_fade = false
|
||||
shader_parameter/proximity_fade_distance = 1.0
|
||||
shader_parameter/alpha_mode = 0
|
||||
|
||||
[sub_resource type="Curve" id="Curve_fejmr"]
|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="CurveTexture" id="CurveTexture_t82mc"]
|
||||
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|
||||
|
||||
[sub_resource type="Curve" id="Curve_bprbm"]
|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="CurveTexture" id="CurveTexture_j37f4"]
|
||||
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|
||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_fl6r8"]
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
spread = 180.0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="SphereMesh" id="SphereMesh_7ufuy"]
|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_yg62c"]
|
||||
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|
||||
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|
||||
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|
||||
fractal_gain = 0.55
|
||||
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|
||||
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|
||||
domain_warp_amplitude = 10.0
|
||||
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|
||||
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|
||||
domain_warp_fractal_lacunarity = 4.165
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_y5lyb"]
|
||||
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|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_px8k0"]
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_w0g5g"]
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_fyady"]
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||||
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||||
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||||
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|
||||
shader_parameter/glow_noise_texture = SubResource("NoiseTexture2D_y5lyb")
|
||||
shader_parameter/primary_color = Color(1, 0.529412, 0, 1)
|
||||
shader_parameter/tertiary_color = Color(0.227451, 0.223529, 0.180392, 1)
|
||||
shader_parameter/time_scale = Vector2(0, 0.3)
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/noise_scale = 1.0
|
||||
shader_parameter/proximity_fade = false
|
||||
shader_parameter/proximity_fade_distance = 4.0
|
||||
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|
||||
|
||||
[sub_resource type="Curve" id="Curve_746ga"]
|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="CurveTexture" id="CurveTexture_tppqa"]
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
|
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|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="GradientTexture1D" id="GradientTexture1D_fejmr"]
|
||||
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|
||||
|
||||
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|
||||
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||||
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|
||||
|
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[sub_resource type="CurveTexture" id="CurveTexture_8ijvx"]
|
||||
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|
||||
|
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_gt25t"]
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||||
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|
||||
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|
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|
||||
flatness = 1.0
|
||||
initial_velocity_min = 2.0
|
||||
initial_velocity_max = 4.0
|
||||
gravity = Vector3(0, 0, 0)
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
color_ramp = SubResource("GradientTexture1D_fejmr")
|
||||
color_initial_ramp = SubResource("GradientTexture1D_fu1kj")
|
||||
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|
||||
|
||||
[sub_resource type="SphereMesh" id="SphereMesh_bprbm"]
|
||||
radius = 1.4
|
||||
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|
||||
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|
||||
rings = 16
|
||||
|
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[sub_resource type="Curve" id="Curve_6us3o"]
|
||||
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|
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|
||||
|
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[sub_resource type="CurveTexture" id="CurveTexture_enhek"]
|
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|
||||
|
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_j37f4"]
|
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6us3o"]
|
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|
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|
||||
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|
||||
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|
||||
emission_enabled = true
|
||||
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|
||||
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|
||||
|
||||
[sub_resource type="SphereMesh" id="SphereMesh_enhek"]
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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[sub_resource type="GradientTexture2D" id="GradientTexture2D_csir3"]
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|
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|
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|
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_y5lyb"]
|
||||
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|
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|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_85p3d"]
|
||||
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|
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|
||||
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|
||||
seamless_blend_skirt = 1.0
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_w0g5g"]
|
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|
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|
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_85p3d")
|
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shader_parameter/edge_smoothness = 0.5
|
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shader_parameter/color_smoothness = 1.0
|
||||
shader_parameter/tertiary_color = Color(0.227451, 0.223529, 0.180392, 1)
|
||||
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|
||||
shader_parameter/alpha_mode = 0
|
||||
|
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[sub_resource type="Curve" id="Curve_t82mc"]
|
||||
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|
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|
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[sub_resource type="CurveTexture" id="CurveTexture_y5lyb"]
|
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curve = SubResource("Curve_t82mc")
|
||||
|
||||
[sub_resource type="Gradient" id="Gradient_w0g5g"]
|
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colors = PackedColorArray(0, 0, 0, 1, 1, 0, 0, 1)
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|
||||
[sub_resource type="GradientTexture1D" id="GradientTexture1D_tppqa"]
|
||||
gradient = SubResource("Gradient_w0g5g")
|
||||
|
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[sub_resource type="Curve" id="Curve_fu1kj"]
|
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|
||||
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|
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|
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[sub_resource type="CurveTexture" id="CurveTexture_fejmr"]
|
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curve = SubResource("Curve_fu1kj")
|
||||
|
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_8ijvx"]
|
||||
spread = 180.0
|
||||
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|
||||
initial_velocity_min = 1.0
|
||||
initial_velocity_max = 3.0
|
||||
gravity = Vector3(0, 1, 0)
|
||||
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|
||||
damping_max = 2.0
|
||||
scale_over_velocity_curve = SubResource("CurveTexture_fejmr")
|
||||
color_initial_ramp = SubResource("GradientTexture1D_tppqa")
|
||||
alpha_curve = SubResource("CurveTexture_y5lyb")
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_yg62c"]
|
||||
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|
||||
|
||||
[sub_resource type="Animation" id="Animation_bprbm"]
|
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||||
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||||
tracks/0/enabled = true
|
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|
||||
tracks/0/interp = 1
|
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tracks/0/loop_wrap = true
|
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tracks/0/keys = {
|
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"times": PackedFloat32Array(0),
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|
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}
|
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tracks/1/type = "value"
|
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tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
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tracks/1/path = NodePath("Smoke:emitting")
|
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|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
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|
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|
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/loop_wrap = true
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tracks/4/type = "value"
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tracks/4/enabled = true
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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tracks/5/type = "value"
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tracks/5/imported = false
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tracks/5/enabled = true
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tracks/5/loop_wrap = true
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tracks/5/keys = {
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"times": PackedFloat32Array(0),
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tracks/6/type = "value"
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/path = NodePath("Light:light_multiplier")
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tracks/6/loop_wrap = true
|
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tracks/6/keys = {
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}
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[sub_resource type="Animation" id="Animation_v7cek"]
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tracks/0/enabled = true
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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|
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|
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|
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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||||
tracks/1/path = NodePath("Smoke:emitting")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0.0666667),
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|
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|
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Spikes:emitting")
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tracks/2/interp = 1
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||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
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|
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|
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|
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("Decal:emission_energy")
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0, 0.8, 1.2),
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|
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|
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Decal:albedo_mix")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
|
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tracks/4/keys = {
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|
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|
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|
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tracks/5/type = "value"
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tracks/5/imported = false
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tracks/5/enabled = true
|
||||
tracks/5/path = NodePath("Dust:emitting")
|
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tracks/5/interp = 1
|
||||
tracks/5/loop_wrap = true
|
||||
tracks/5/keys = {
|
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"times": PackedFloat32Array(0),
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"update": 1,
|
||||
"values": [true]
|
||||
}
|
||||
tracks/6/type = "value"
|
||||
tracks/6/imported = false
|
||||
tracks/6/enabled = true
|
||||
tracks/6/path = NodePath("Light:light_multiplier")
|
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tracks/6/interp = 1
|
||||
tracks/6/loop_wrap = true
|
||||
tracks/6/keys = {
|
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"times": PackedFloat32Array(0, 0.8, 1.2),
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|
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"update": 0,
|
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|
||||
}
|
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|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_1ahis"]
|
||||
_data = {
|
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&"RESET": SubResource("Animation_bprbm"),
|
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&"main": SubResource("Animation_v7cek")
|
||||
}
|
||||
|
||||
[node name="VFXExplosion_03" type="Node3D"]
|
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script = ExtResource("1_enhek")
|
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primary_color = Color(1, 0.529412, 0, 1)
|
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secondary_color = Color(1, 0.337255, 0, 1)
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|
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shader_parameter/secondary_color = Color(0.894118, 0.101961, 0, 1)
|
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shader_parameter/billboard = true
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shader_parameter/proximity_fade = true
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shader_parameter/edge_smoothness = 0.5
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||||
shader_parameter/color_smoothness = 1.0
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||||
shader_parameter/primary_color = Color(1, 0.611765, 0.0941176, 1)
|
||||
shader_parameter/secondary_color = Color(0.894118, 0.101961, 0, 1)
|
||||
shader_parameter/billboard = true
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||||
shader_parameter/proximity_fade = true
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||||
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|
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_vffy1"]
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render_priority = 0
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|
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shader_parameter/mask_texture = ExtResource("3_2sgsy")
|
||||
shader_parameter/edge_smoothness = 1.0
|
||||
shader_parameter/color_smoothness = 1.0
|
||||
shader_parameter/primary_color = Color(1, 0.611765, 0.0941176, 1)
|
||||
shader_parameter/secondary_color = Color(0.894118, 0.101961, 0, 1)
|
||||
shader_parameter/billboard = false
|
||||
shader_parameter/proximity_fade = true
|
||||
shader_parameter/proximity_fade_distance = 2.0
|
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shader_parameter/alpha_mode = 0
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||||
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[sub_resource type="Curve" id="Curve_f52cn"]
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[sub_resource type="CurveTexture" id="CurveTexture_w12qn"]
|
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curve = SubResource("Curve_f52cn")
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[sub_resource type="Curve" id="Curve_2w4ua"]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_l5xb5"]
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direction = Vector3(0, 1, 0)
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scale_curve = SubResource("CurveTexture_gky3u")
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[sub_resource type="QuadMesh" id="QuadMesh_0v3x4"]
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orientation = 1
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|
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2sgsy"]
|
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render_priority = 0
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shader = ExtResource("5_2w4ua")
|
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shader_parameter/primary_color = Color(1, 0.611765, 0.0941176, 1)
|
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shader_parameter/proximity_fade = true
|
||||
shader_parameter/proximity_fade_distance = 2.0
|
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shader_parameter/alpha_multiplier = 1.0
|
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shader_parameter/alpha_mode = 0
|
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|
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[sub_resource type="SphereMesh" id="SphereMesh_2sgsy"]
|
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radius = 1.5
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height = 3.0
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radial_segments = 16
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rings = 8
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[sub_resource type="Animation" id="Animation_2sgsy"]
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}
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tracks/1/type = "value"
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tracks/1/enabled = true
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tracks/1/path = NodePath("Hit_02:emitting")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Flare_01:emitting")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [false]
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("MeshInstance3D:material_override:shader_parameter/alpha_multiplier")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [1.0]
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Light:light_multiplier")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
|
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"values": [1.0]
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}
|
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|
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[sub_resource type="Animation" id="Animation_5dbw3"]
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resource_name = "main"
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length = 0.8
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tracks/0/type = "value"
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tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Hit_01:emitting")
|
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tracks/0/interp = 1
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||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
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"times": PackedFloat32Array(0),
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||||
"transitions": PackedFloat32Array(1),
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"update": 1,
|
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"values": [true]
|
||||
}
|
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tracks/1/type = "value"
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tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("Hit_02:emitting")
|
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tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
|
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"values": [true]
|
||||
}
|
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Flare_01:emitting")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [true]
|
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}
|
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("MeshInstance3D:material_override:shader_parameter/alpha_multiplier")
|
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0, 0.5, 0.8),
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"update": 0,
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"values": [1.0, 0.0, 0.0]
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Light:light_multiplier")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0, 0.5, 0.8),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [1.0, 0.0, 0.0]
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}
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|
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_2sgsy"]
|
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_data = {
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&"RESET": SubResource("Animation_2sgsy"),
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&"main": SubResource("Animation_5dbw3")
|
||||
}
|
||||
|
||||
[node name="VFXHit_03" type="Node3D"]
|
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script = ExtResource("1_vffy1")
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primary_color = Color(1, 0.611765, 0.0941176, 1)
|
||||
secondary_color = Color(0.894118, 0.101961, 0, 1)
|
||||
light_color = Color(1, 1, 0.67451, 1)
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||||
mesh_resolutions = 16
|
||||
|
||||
[node name="Hit_01" type="GPUParticles3D" parent="."]
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sorting_offset = -0.5
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||||
material_override = SubResource("ShaderMaterial_l5xb5")
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emitting = false
|
||||
amount = 2
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||||
lifetime = 0.4
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one_shot = true
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explosiveness = 1.0
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process_material = SubResource("ParticleProcessMaterial_76mw0")
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draw_pass_1 = SubResource("QuadMesh_l0cbk")
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|
||||
[node name="Hit_02" type="GPUParticles3D" parent="."]
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sorting_offset = -1.0
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material_override = SubResource("ShaderMaterial_l0cbk")
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emitting = false
|
||||
amount = 2
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lifetime = 0.4
|
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one_shot = true
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explosiveness = 1.0
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process_material = SubResource("ParticleProcessMaterial_gky3u")
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draw_pass_1 = SubResource("QuadMesh_2sgsy")
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|
||||
[node name="Flare_01" type="GPUParticles3D" parent="."]
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sorting_offset = -1.0
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||||
material_override = SubResource("ShaderMaterial_vffy1")
|
||||
emitting = false
|
||||
amount = 2
|
||||
lifetime = 0.4
|
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one_shot = true
|
||||
explosiveness = 0.8
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||||
process_material = SubResource("ParticleProcessMaterial_l5xb5")
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draw_pass_1 = SubResource("QuadMesh_0v3x4")
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|
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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sorting_offset = -2.0
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material_override = SubResource("ShaderMaterial_2sgsy")
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||||
mesh = SubResource("SphereMesh_2sgsy")
|
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|
||||
[node name="Light" type="OmniLight3D" parent="."]
|
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light_color = Color(1, 1, 0.67451, 1)
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light_energy = 2.0
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light_size = 4.0
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||||
light_cull_mask = 4294426623
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||||
omni_range = 8.0
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script = ExtResource("6_gky3u")
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|
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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&"": SubResource("AnimationLibrary_2sgsy")
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}
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@@ -0,0 +1,335 @@
|
||||
[gd_scene load_steps=32 format=3 uid="uid://bbynk4p3biw83"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://tb7n6ybv43ch" path="res://experimental/BinbunVFX/shared/script/vfx_controller.gd" id="1_g5yym"]
|
||||
[ext_resource type="Shader" uid="uid://cssforqq3llvn" path="res://experimental/BinbunVFX/impact_explosions/src/shader/basic.gdshader" id="1_qu10d"]
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||||
[ext_resource type="Texture2D" uid="uid://i6dlldk10la7" path="res://experimental/BinbunVFX/shared/texture/flash/flash_04.png" id="2_libwh"]
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||||
[ext_resource type="Shader" uid="uid://d4eb3cue1817u" path="res://experimental/BinbunVFX/impact_explosions/src/shader/glow.gdshader" id="5_ev7fe"]
|
||||
[ext_resource type="Script" uid="uid://bdk8hhttligw" path="res://experimental/BinbunVFX/shared/script/vfx_light.gd" id="6_7aexv"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_qu10d"]
|
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render_priority = 0
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shader = ExtResource("1_qu10d")
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shader_parameter/mask_texture = ExtResource("2_libwh")
|
||||
shader_parameter/edge_smoothness = 0.5
|
||||
shader_parameter/color_smoothness = 1.0
|
||||
shader_parameter/primary_color = Color(1, 1, 0, 1)
|
||||
shader_parameter/secondary_color = Color(1, 0, 0, 1)
|
||||
shader_parameter/billboard = true
|
||||
shader_parameter/proximity_fade = false
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||||
shader_parameter/proximity_fade_distance = 0.5
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||||
shader_parameter/alpha_mode = 0
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||||
|
||||
[sub_resource type="Curve" id="Curve_libwh"]
|
||||
_data = [Vector2(0.5, 1), 0.0, -3.02196, 0, 0, Vector2(1, 0), -0.0871912, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_qu10d"]
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curve = SubResource("Curve_libwh")
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[sub_resource type="Curve" id="Curve_4t8w8"]
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_data = [Vector2(0, 1), 0.0, 0.032534, 0, 0, Vector2(1, 0.696629), -1.17373, 0.0, 0, 0]
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[sub_resource type="CurveTexture" id="CurveTexture_libwh"]
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curve = SubResource("Curve_4t8w8")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_7aexv"]
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angle_min = -720.0
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angle_max = 720.0
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direction = Vector3(0, 1, 0)
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gravity = Vector3(0, 0, 0)
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scale_curve = SubResource("CurveTexture_libwh")
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alpha_curve = SubResource("CurveTexture_qu10d")
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[sub_resource type="QuadMesh" id="QuadMesh_3py1k"]
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size = Vector2(2, 2)
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|
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_g5yym"]
|
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render_priority = 0
|
||||
shader = ExtResource("1_qu10d")
|
||||
shader_parameter/mask_texture = ExtResource("2_libwh")
|
||||
shader_parameter/edge_smoothness = 0.313559
|
||||
shader_parameter/color_smoothness = 1.0
|
||||
shader_parameter/primary_color = Color(1, 1, 0, 1)
|
||||
shader_parameter/secondary_color = Color(1, 0, 0, 1)
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||||
shader_parameter/billboard = true
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||||
shader_parameter/proximity_fade = false
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||||
shader_parameter/proximity_fade_distance = 0.5
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||||
shader_parameter/alpha_mode = 0
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|
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[sub_resource type="Curve" id="Curve_qu10d"]
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_data = [Vector2(0.479381, 1), 0.0, -2.39775, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_3bmj3"]
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curve = SubResource("Curve_qu10d")
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[sub_resource type="Curve" id="Curve_3bmj3"]
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domain_warp_amplitude = 10.0
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domain_warp_fractal_lacunarity = 4.165
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_vw7xv"]
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_vx8h5"]
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noise = SubResource("FastNoiseLite_vw7xv")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_fqiel"]
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shader = ExtResource("1_kc1dr")
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_vx8h5")
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shader_parameter/glow_noise_texture = SubResource("NoiseTexture2D_jx4yd")
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shader_parameter/primary_color = Color(1, 0.529412, 0, 1)
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shader_parameter/tertiary_color = Color(0.227451, 0.223529, 0.180392, 1)
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tracks/2/loop_wrap = true
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tracks/4/loop_wrap = true
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layers = 540672
|
||||
sorting_offset = -0.5
|
||||
material_override = SubResource("ShaderMaterial_tn6s4")
|
||||
mesh = SubResource("PlaneMesh_xgc35")
|
||||
|
||||
[node name="Impact_Streaks2" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
|
||||
layers = 540672
|
||||
material_override = SubResource("ShaderMaterial_573mb")
|
||||
mesh = SubResource("CylinderMesh_n55o1")
|
||||
|
||||
[node name="Impact_Streaks1" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.2, 0)
|
||||
layers = 540672
|
||||
material_override = SubResource("ShaderMaterial_2n5mr")
|
||||
mesh = SubResource("CylinderMesh_1oo0j")
|
||||
|
||||
[node name="Decal" type="Decal" parent="."]
|
||||
size = Vector3(3, 3, 3)
|
||||
texture_albedo = ExtResource("4_hekmx")
|
||||
texture_emission = ExtResource("5_j1n3n")
|
||||
emission_energy = 4.0
|
||||
modulate = Color(1, 0.32549, 0, 1)
|
||||
cull_mask = 507903
|
||||
|
||||
[node name="Light" type="OmniLight3D" parent="."]
|
||||
light_color = Color(1, 0.454902, 0, 1)
|
||||
light_energy = 8.0
|
||||
light_size = 4.0
|
||||
light_cull_mask = 4294426623
|
||||
omni_range = 8.0
|
||||
script = ExtResource("6_uiprv")
|
||||
base_energy = 8.0
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
libraries = {
|
||||
&"": SubResource("AnimationLibrary_cpglc")
|
||||
}
|
||||
289
experimental/BinbunVFX/impact_explosions/main.tscn
Normal file
@@ -0,0 +1,289 @@
|
||||
[gd_scene load_steps=32 format=3 uid="uid://bc0gv4he0k5ta"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://c6p8bs6eksvr5" path="res://experimental/BinbunVFX/shared/texture/placeholder.png" id="1_vn7vm"]
|
||||
[ext_resource type="PackedScene" uid="uid://bflg720h1w3d3" path="res://experimental/BinbunVFX/impact_explosions/effects/explosion/vfx_explosion_01.tscn" id="2_t2wbt"]
|
||||
[ext_resource type="PackedScene" uid="uid://dato0qpbqvwnj" path="res://experimental/BinbunVFX/impact_explosions/effects/explosion/vfx_explosion_02.tscn" id="3_0ayp4"]
|
||||
[ext_resource type="PackedScene" uid="uid://cdsloy1kvhikp" path="res://experimental/BinbunVFX/impact_explosions/effects/explosion/vfx_explosion_03.tscn" id="4_hwdop"]
|
||||
[ext_resource type="PackedScene" uid="uid://cl82y5gxnb8d6" path="res://experimental/BinbunVFX/impact_explosions/effects/explosion/vfx_explosion_04.tscn" id="5_pn2nt"]
|
||||
[ext_resource type="PackedScene" uid="uid://shl0iw1x775r" path="res://experimental/BinbunVFX/impact_explosions/effects/explosion/vfx_explosion_05.tscn" id="6_1w6h6"]
|
||||
[ext_resource type="PackedScene" uid="uid://bjru1p8jhdp1b" path="res://experimental/BinbunVFX/impact_explosions/effects/explosion/vfx_explosion_06.tscn" id="7_qbfoq"]
|
||||
[ext_resource type="PackedScene" uid="uid://34ptrnfgpwlp" path="res://experimental/BinbunVFX/impact_explosions/effects/impact/vfx_impact_01.tscn" id="8_o25xt"]
|
||||
[ext_resource type="PackedScene" uid="uid://x7jrg2y81jse" path="res://experimental/BinbunVFX/impact_explosions/effects/impact/vfx_impact_02.tscn" id="9_1plst"]
|
||||
[ext_resource type="PackedScene" uid="uid://b6eowhdx7a7vq" path="res://experimental/BinbunVFX/impact_explosions/effects/impact/vfx_impact_03.tscn" id="10_htcnc"]
|
||||
[ext_resource type="PackedScene" uid="uid://2eq2j53sic1i" path="res://experimental/BinbunVFX/impact_explosions/effects/impact/vfx_impact_04.tscn" id="11_doqkh"]
|
||||
[ext_resource type="PackedScene" uid="uid://dgct4mxupvyvi" path="res://experimental/BinbunVFX/impact_explosions/effects/impact/vfx_impact_05.tscn" id="12_xqauc"]
|
||||
[ext_resource type="PackedScene" uid="uid://ditmybmcrt283" path="res://experimental/BinbunVFX/impact_explosions/effects/impact/vfx_impact_06.tscn" id="13_i3mhr"]
|
||||
[ext_resource type="PackedScene" uid="uid://ri1dspbxt43r" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_01.tscn" id="14_3gj8a"]
|
||||
[ext_resource type="PackedScene" uid="uid://se15ow6u0q0m" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_02.tscn" id="15_lek47"]
|
||||
[ext_resource type="PackedScene" uid="uid://b40oyf32pgee" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_03.tscn" id="16_d84l7"]
|
||||
[ext_resource type="PackedScene" uid="uid://bbynk4p3biw83" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_04.tscn" id="17_rldqb"]
|
||||
[ext_resource type="PackedScene" uid="uid://vkstbs4fu60" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_05.tscn" id="18_8nvr1"]
|
||||
[ext_resource type="PackedScene" uid="uid://h47wdqps3cc6" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_06.tscn" id="19_xubrg"]
|
||||
[ext_resource type="PackedScene" uid="uid://drtpctry2l8gr" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_07.tscn" id="20_bwmwf"]
|
||||
[ext_resource type="PackedScene" uid="uid://cp7mydlqqpb17" path="res://experimental/BinbunVFX/impact_explosions/effects/hit/vfx_hit_08.tscn" id="21_y8o6q"]
|
||||
|
||||
[sub_resource type="Shader" id="Shader_0xm2m"]
|
||||
code = "// NOTE: Shader automatically converted from Godot Engine 4.4.1.stable's StandardMaterial3D.
|
||||
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
|
||||
|
||||
uniform vec4 albedo : source_color;
|
||||
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01);
|
||||
uniform ivec2 albedo_texture_size;
|
||||
uniform float point_size : hint_range(0.1, 128.0, 0.1);
|
||||
|
||||
uniform float roughness : hint_range(0.0, 1.0);
|
||||
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
|
||||
uniform vec4 metallic_texture_channel;
|
||||
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
|
||||
|
||||
uniform float specular : hint_range(0.0, 1.0, 0.01);
|
||||
uniform float metallic : hint_range(0.0, 1.0, 0.01);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
uniform vec3 uv1_scale;
|
||||
uniform vec3 uv1_offset;
|
||||
uniform vec3 uv2_scale;
|
||||
uniform vec3 uv2_offset;
|
||||
|
||||
void vertex() {
|
||||
UV = UV * uv1_scale.xy + uv1_offset.xy;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 base_uv = UV;
|
||||
|
||||
vec4 albedo_tex = texture(texture_albedo, base_uv);
|
||||
ALBEDO = albedo.rgb * albedo_tex.rgb;
|
||||
|
||||
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
|
||||
METALLIC = metallic_tex * metallic;
|
||||
SPECULAR = specular;
|
||||
|
||||
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
|
||||
ROUGHNESS = roughness_tex * roughness;
|
||||
ALPHA *= albedo.a * albedo_tex.a;
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
ALPHA *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_1bvp3"]
|
||||
render_priority = 0
|
||||
shader = SubResource("Shader_0xm2m")
|
||||
shader_parameter/albedo = Color(1, 1, 1, 1)
|
||||
shader_parameter/proximity_fade_distance = 1.0
|
||||
shader_parameter/albedo_texture_size = Vector2i(0, 0)
|
||||
shader_parameter/point_size = 1.0
|
||||
shader_parameter/roughness = 1.0
|
||||
shader_parameter/metallic_texture_channel = Vector4(1, 0, 0, 0)
|
||||
shader_parameter/specular = 0.5
|
||||
shader_parameter/metallic = 0.0
|
||||
shader_parameter/uv1_scale = Vector3(1, 1, 1)
|
||||
shader_parameter/uv1_offset = Vector3(0, 0, 0)
|
||||
shader_parameter/uv2_scale = Vector3(1, 1, 1)
|
||||
shader_parameter/uv2_offset = Vector3(0, 0, 0)
|
||||
|
||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh_7dm0k"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_h2yge"]
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_lquwl"]
|
||||
|
||||
[sub_resource type="Sky" id="Sky_lquwl"]
|
||||
sky_material = SubResource("ProceduralSkyMaterial_lquwl")
|
||||
|
||||
[sub_resource type="Environment" id="Environment_0xm2m"]
|
||||
background_mode = 2
|
||||
background_color = Color(0.266667, 0, 0, 1)
|
||||
background_energy_multiplier = 0.8
|
||||
sky = SubResource("Sky_lquwl")
|
||||
ambient_light_source = 3
|
||||
ambient_light_color = Color(1, 1, 1, 1)
|
||||
ambient_light_energy = 2.0
|
||||
ssao_enabled = true
|
||||
ssao_intensity = 4.0
|
||||
glow_enabled = true
|
||||
glow_normalized = true
|
||||
glow_intensity = 0.0
|
||||
glow_bloom = 0.05
|
||||
glow_map_strength = 0.0
|
||||
fog_enabled = true
|
||||
fog_light_color = Color(0.0629, 0.09503, 0.17, 1)
|
||||
fog_light_energy = 2.0
|
||||
fog_density = 0.02
|
||||
volumetric_fog_enabled = true
|
||||
volumetric_fog_density = 0.01
|
||||
volumetric_fog_albedo = Color(0.482927, 0.681971, 0.820904, 1)
|
||||
volumetric_fog_emission_energy = 0.0
|
||||
adjustment_enabled = true
|
||||
adjustment_contrast = 1.1
|
||||
adjustment_saturation = 1.1
|
||||
|
||||
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_0xm2m"]
|
||||
dof_blur_far_enabled = true
|
||||
dof_blur_far_distance = 30.0
|
||||
dof_blur_far_transition = 64.0
|
||||
dof_blur_near_transition = -1.0
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_ig7tw"]
|
||||
size = Vector3(1000, 6, 1000)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1bvp3"]
|
||||
albedo_color = Color(0.866489, 0.931253, 0.944994, 1)
|
||||
albedo_texture = ExtResource("1_vn7vm")
|
||||
uv1_triplanar = true
|
||||
|
||||
[node name="Node3D" type="Node3D"]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||
visible = false
|
||||
material_override = SubResource("ShaderMaterial_1bvp3")
|
||||
mesh = SubResource("CapsuleMesh_7dm0k")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_h2yge")
|
||||
|
||||
[node name="Environment" type="Node3D" parent="."]
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
|
||||
transform = Transform3D(0.708475, 0.540625, 0.453638, 1.62119e-08, -0.642788, 0.766044, 0.705736, -0.542723, -0.455399, 0, 2.19112, 0)
|
||||
light_color = Color(1, 0.992157, 0.956863, 1)
|
||||
light_energy = 1.5
|
||||
shadow_enabled = true
|
||||
shadow_opacity = 0.5
|
||||
shadow_blur = 9.219
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
|
||||
environment = SubResource("Environment_0xm2m")
|
||||
camera_attributes = SubResource("CameraAttributesPractical_0xm2m")
|
||||
|
||||
[node name="Ground" type="MeshInstance3D" parent="Environment"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -3, 0)
|
||||
mesh = SubResource("BoxMesh_ig7tw")
|
||||
skeleton = NodePath("../..")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_1bvp3")
|
||||
|
||||
[node name="Lights" type="Node3D" parent="Environment"]
|
||||
|
||||
[node name="SpotLight3D" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 10, 0)
|
||||
light_energy = 30.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D2" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -7, 10, 0)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D3" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -14, 10, 0)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D4" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -20, 10, 0)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D5" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 10, -7)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D6" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -7, 10, -7)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D7" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -14, 10, -7)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="SpotLight3D8" type="SpotLight3D" parent="Environment/Lights"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -20, 10, -7)
|
||||
light_energy = 20.0
|
||||
spot_range = 18.188
|
||||
spot_angle = 40.0
|
||||
|
||||
[node name="Effects" type="Node3D" parent="."]
|
||||
|
||||
[node name="VFXExplosion_01" parent="Effects" instance=ExtResource("2_t2wbt")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
|
||||
alpha_mode = 0
|
||||
|
||||
[node name="VFXExplosion_02" parent="Effects" instance=ExtResource("3_0ayp4")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 1, 0)
|
||||
|
||||
[node name="VFXExplosion_03" parent="Effects" instance=ExtResource("4_hwdop")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 1, 0)
|
||||
|
||||
[node name="VFXExplosion_04" parent="Effects" instance=ExtResource("5_pn2nt")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -17, 1, 0)
|
||||
|
||||
[node name="VFXExplosion_05" parent="Effects" instance=ExtResource("6_1w6h6")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21, 1, 0)
|
||||
|
||||
[node name="VFXExplosion_06" parent="Effects" instance=ExtResource("7_qbfoq")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -25, 1, 0)
|
||||
|
||||
[node name="VFXImpact_01" parent="Effects" instance=ExtResource("8_o25xt")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -5)
|
||||
|
||||
[node name="VFXImpact_02" parent="Effects" instance=ExtResource("9_1plst")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0, -5)
|
||||
|
||||
[node name="VFXImpact_03" parent="Effects" instance=ExtResource("10_htcnc")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10, 0, -5)
|
||||
|
||||
[node name="VFXImpact_04" parent="Effects" instance=ExtResource("11_doqkh")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -15, 0, -5)
|
||||
|
||||
[node name="VFXImpact_05" parent="Effects" instance=ExtResource("12_xqauc")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -20, 0, -5)
|
||||
|
||||
[node name="VFXImpact_06" parent="Effects" instance=ExtResource("13_i3mhr")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -25, 0, -5)
|
||||
|
||||
[node name="VFXHit_01" parent="Effects" instance=ExtResource("14_3gj8a")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -9)
|
||||
|
||||
[node name="VFXHit_02" parent="Effects" instance=ExtResource("15_lek47")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.5, 1, -9)
|
||||
|
||||
[node name="VFXHit_03" parent="Effects" instance=ExtResource("16_d84l7")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 1, -9)
|
||||
|
||||
[node name="VFXHit_04" parent="Effects" instance=ExtResource("17_rldqb")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11, 1, -9)
|
||||
proximity_fade_distance = 0.5
|
||||
|
||||
[node name="VFXHit_05" parent="Effects" instance=ExtResource("18_8nvr1")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.5, 1, -9)
|
||||
|
||||
[node name="VFXHit_06" parent="Effects" instance=ExtResource("19_xubrg")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -17.5, 1, -9)
|
||||
|
||||
[node name="VFXHit_07" parent="Effects" instance=ExtResource("20_bwmwf")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21, 1, -9)
|
||||
|
||||
[node name="VFXHit_08" parent="Effects" instance=ExtResource("21_y8o6q")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -24, 1, -9)
|
||||
|
||||
[node name="MainCamera" type="Camera3D" parent="."]
|
||||
transform = Transform3D(-1, 5.01436e-08, -7.16125e-08, 0, 0.819152, 0.573576, 8.74228e-08, 0.573576, -0.819152, -12, 16, -27)
|
||||
fov = 40.0
|
||||
@@ -0,0 +1,30 @@
|
||||
[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://ds825epdbvmpy"]
|
||||
|
||||
[ext_resource type="Shader" uid="uid://b6ke6r1fjb8s3" path="res://assets/BinbunVFX/impact_explosions/src/shader/explosion_core.gdshader" id="1_cumgj"]
|
||||
|
||||
[sub_resource type="Gradient" id="Gradient_o8yid"]
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_8jx1v"]
|
||||
noise_type = 2
|
||||
frequency = 0.02
|
||||
fractal_octaves = 1
|
||||
domain_warp_enabled = true
|
||||
domain_warp_type = 2
|
||||
domain_warp_amplitude = 5.0
|
||||
domain_warp_fractal_octaves = 1
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_v36aq"]
|
||||
seamless = true
|
||||
color_ramp = SubResource("Gradient_o8yid")
|
||||
noise = SubResource("FastNoiseLite_8jx1v")
|
||||
|
||||
[resource]
|
||||
resource_local_to_scene = true
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_cumgj")
|
||||
shader_parameter/noise_texture = SubResource("NoiseTexture2D_v36aq")
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/decay = 0.0
|
||||
shader_parameter/proximity_fade = false
|
||||
shader_parameter/proximity_fade_distance = 1.0
|
||||
shader_parameter/alpha_mode = 0
|
||||
@@ -0,0 +1,46 @@
|
||||
[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://dnw08mtonx63d"]
|
||||
|
||||
[ext_resource type="Shader" uid="uid://b1sjgiq8o4tvd" path="res://experimental/BinbunVFX/impact_explosions/src/shader/explosion_smoke.gdshader" id="1_5yu7f"]
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_msnhc"]
|
||||
seed = 2
|
||||
fractal_type = 2
|
||||
fractal_octaves = 3
|
||||
fractal_gain = 0.55
|
||||
domain_warp_enabled = true
|
||||
domain_warp_type = 1
|
||||
domain_warp_amplitude = 10.0
|
||||
domain_warp_frequency = 0.02
|
||||
domain_warp_fractal_octaves = 2
|
||||
domain_warp_fractal_lacunarity = 4.165
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_plj08"]
|
||||
noise = SubResource("FastNoiseLite_msnhc")
|
||||
seamless = true
|
||||
normalize = false
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_plj08"]
|
||||
noise_type = 2
|
||||
frequency = 0.04
|
||||
fractal_octaves = 2
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_msnhc"]
|
||||
width = 128
|
||||
height = 128
|
||||
noise = SubResource("FastNoiseLite_plj08")
|
||||
seamless = true
|
||||
invert = true
|
||||
|
||||
[resource]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_5yu7f")
|
||||
shader_parameter/noise_texture = SubResource("NoiseTexture2D_msnhc")
|
||||
shader_parameter/glow_noise_texture = SubResource("NoiseTexture2D_plj08")
|
||||
shader_parameter/primary_color = Color(1, 0.662745, 0.0666667, 1)
|
||||
shader_parameter/tertiary_color = Color(0.227451, 0.223529, 0.180392, 1)
|
||||
shader_parameter/time_scale = Vector2(0, 0.3)
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/noise_scale = 1.0
|
||||
shader_parameter/proximity_fade = false
|
||||
shader_parameter/proximity_fade_distance = 1.0
|
||||
shader_parameter/alpha_mode = 0
|
||||
@@ -0,0 +1,28 @@
|
||||
[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://ckmhsplln2t4v"]
|
||||
|
||||
[ext_resource type="Shader" uid="uid://7acg1ejnsqij" path="res://assets/BinbunVFX/impact_explosions/src/shader/impact_streaks.gdshader" id="1_q4j6j"]
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_6ypje"]
|
||||
noise_type = 2
|
||||
frequency = 0.02
|
||||
offset = Vector3(412.7, 0, 0)
|
||||
fractal_octaves = 2
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_6ypje"]
|
||||
seamless = true
|
||||
seamless_blend_skirt = 0.5
|
||||
noise = SubResource("FastNoiseLite_6ypje")
|
||||
|
||||
[resource]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_q4j6j")
|
||||
shader_parameter/noise_texture = SubResource("NoiseTexture2D_6ypje")
|
||||
shader_parameter/primary_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/secondary_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/texture_scale = Vector2(4, 0.2)
|
||||
shader_parameter/time_scale = 0.4
|
||||
shader_parameter/grow = 0.05
|
||||
shader_parameter/decay = 0.0
|
||||
shader_parameter/proximity_fade = false
|
||||
shader_parameter/proximity_fade_distance = 1.0
|
||||
shader_parameter/alpha_mode = 0
|
||||
@@ -0,0 +1,78 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, unshaded, cull_disabled;
|
||||
|
||||
uniform sampler2D mask_texture;
|
||||
uniform sampler2D noise_texture;
|
||||
|
||||
uniform float edge_smoothness : hint_range(0.0, 1.0, 0.0) = 0.5;
|
||||
uniform float color_smoothness : hint_range(0.0, 1.0, 0.1) = 1.0;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
uniform vec4 secondary_color : source_color;
|
||||
|
||||
uniform bool billboard = true;
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
void vertex() {
|
||||
if(billboard){
|
||||
// Billboard Mode: Particles
|
||||
mat4 mat_world = mat4(
|
||||
normalize(INV_VIEW_MATRIX[0]),
|
||||
normalize(INV_VIEW_MATRIX[1]),
|
||||
normalize(INV_VIEW_MATRIX[2]),
|
||||
MODEL_MATRIX[3]);
|
||||
mat_world = mat_world * mat4(
|
||||
vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
|
||||
vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
|
||||
vec4(0.0, 0.0, 1.0, 0.0),
|
||||
vec4(0.0, 0.0, 0.0, 1.0));
|
||||
MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;
|
||||
// Billboard Keep Scale: Enabled
|
||||
MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
|
||||
vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
|
||||
vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
|
||||
vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
|
||||
vec4(0.0, 0.0, 0.0, 1.0));
|
||||
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
|
||||
}
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float mask = texture(mask_texture, UV).r;
|
||||
float noise = texture(noise_texture, UV + vec2(COLOR.r)).r;
|
||||
|
||||
float masked_noise = mask - (1.0 - (noise));
|
||||
|
||||
float color_value = smoothstep(0.5 - color_smoothness * 0.5,0.5 + color_smoothness * 0.5,masked_noise);
|
||||
float alpha = smoothstep(0.5 - edge_smoothness * 0.5,0.5 + edge_smoothness * 0.5,masked_noise) * COLOR.a;
|
||||
//float color_value = smoothstep(0.0,color_smoothness, masked_noise);
|
||||
|
||||
ALBEDO = (mix(secondary_color, primary_color, color_value).rgb + COLOR.rgb) * 2.0;
|
||||
EMISSION = ALBEDO;
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cssforqq3llvn
|
||||
@@ -0,0 +1,55 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, unshaded;
|
||||
|
||||
uniform sampler2D mask_texture;
|
||||
uniform sampler2D noise_texture;
|
||||
|
||||
uniform float edge_smoothness : hint_range(0.0, 1.0, 0.0) = 0.5;
|
||||
uniform float color_smoothness : hint_range(0.0, 1.0, 0.1) = 1.0;
|
||||
|
||||
uniform vec4 tertiary_color : source_color;
|
||||
uniform float alpha_multiplier : hint_range(0.0, 1.0, 0.1) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
void vertex() {
|
||||
mat4 modified_model_view = VIEW_MATRIX * mat4(
|
||||
INV_VIEW_MATRIX[0],
|
||||
INV_VIEW_MATRIX[1],
|
||||
INV_VIEW_MATRIX[2],
|
||||
MODEL_MATRIX[3]
|
||||
);
|
||||
MODELVIEW_MATRIX = modified_model_view;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float mask = texture(mask_texture, UV).r;
|
||||
float noise = texture(noise_texture, UV + vec2(COLOR.r)).r;
|
||||
|
||||
float masked_noise = mask - (1.0 - (noise - pow(COLOR.a, 4.0)));
|
||||
|
||||
float alpha = smoothstep(0.5 - edge_smoothness * 0.5,0.5 + edge_smoothness * 0.5,masked_noise) * alpha_multiplier;
|
||||
//float color_value = smoothstep(0.0,color_smoothness, masked_noise);
|
||||
|
||||
ALBEDO = tertiary_color.rgb;
|
||||
//EMISSION = ALBEDO * 2.0;
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://ccd4kg68n7uox
|
||||
@@ -0,0 +1,63 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, cull_disabled;
|
||||
|
||||
uniform sampler2D noise_texture;
|
||||
uniform sampler2D glow_noise_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
|
||||
uniform vec2 texture_scale = vec2(1.0);
|
||||
|
||||
uniform float decay = 0.0;
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
float noise(vec2 uv) {
|
||||
float noise = texture(noise_texture, uv * texture_scale + vec2(TIME * 0.2)).r;
|
||||
return noise;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
VERTEX = VERTEX + (NORMAL * noise(UV) * pow(decay, 0.5) * 0.3) + (NORMAL * pow(decay, 0.3)*0.1);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float noise = noise(UV);
|
||||
|
||||
float alpha = 1.0 - smoothstep(noise, 1.0, decay);
|
||||
alpha = smoothstep(0.9, 1.0, alpha);
|
||||
|
||||
ALBEDO = mix(vec3(1.0), primary_color.rgb, decay);
|
||||
ROUGHNESS = 1.0;
|
||||
EMISSION = ALBEDO * ((1.0-decay) * 2.0);
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://b6ke6r1fjb8s3
|
||||
@@ -0,0 +1,61 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, cull_disabled;
|
||||
|
||||
uniform sampler2D noise_texture;
|
||||
uniform sampler2D glow_noise_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
|
||||
uniform vec2 texture_scale = vec2(1.0);
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
float noise(vec2 uv) {
|
||||
float noise = texture(noise_texture, uv * texture_scale + vec2(TIME * 0.2)).r;
|
||||
return noise;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
VERTEX = VERTEX + (NORMAL * noise(UV) * pow(COLOR.a, 0.5) * 0.3) + (NORMAL * pow(COLOR.a, 0.3)*0.1);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float noise = noise(UV);
|
||||
|
||||
float alpha = 1.0 - smoothstep(noise, 1.0, COLOR.a);
|
||||
alpha = smoothstep(0.9, 1.0, alpha);
|
||||
|
||||
ALBEDO = mix(vec3(1.0), primary_color.rgb, COLOR.a);
|
||||
ROUGHNESS = 1.0;
|
||||
EMISSION = ALBEDO * ((1.0-COLOR.a) * 2.0);
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://de7cy2qqnf2p5
|
||||
@@ -0,0 +1,89 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, depth_prepass_alpha, cull_back, diffuse_burley, specular_schlick_ggx;
|
||||
|
||||
uniform sampler2D noise_texture;
|
||||
uniform sampler2D glow_noise_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
uniform vec4 tertiary_color : source_color;
|
||||
|
||||
uniform vec2 time_scale = vec2(1.0);
|
||||
uniform vec2 texture_scale = vec2(1.0);
|
||||
uniform float noise_scale = 1.0;
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
float fresnel(float amount, vec3 normal, vec3 view)
|
||||
{
|
||||
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
|
||||
}
|
||||
|
||||
float noise(vec2 uv){
|
||||
float uv_mask1 = pow(uv.y, 0.2);
|
||||
float uv_mask2 = pow(1.0-uv.y, 0.2);
|
||||
float uv_mask = min(uv_mask1, uv_mask2);
|
||||
|
||||
vec2 noise_uv = (uv * texture_scale) + vec2(TIME) * time_scale;
|
||||
float noise = texture(noise_texture, noise_uv).r * uv_mask;
|
||||
return noise;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
float n = noise(UV);
|
||||
n = pow(n, 0.5);
|
||||
|
||||
vec3 offset = (NORMAL * n);
|
||||
|
||||
VERTEX += offset * noise_scale;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
ROUGHNESS = 1.0;
|
||||
|
||||
float glow_amount = COLOR.r;
|
||||
|
||||
float glow_n = texture(glow_noise_texture, UV + vec2(TIME) * time_scale * 0.5).r;
|
||||
float n = pow(1.0 - noise(UV), 0.5) * (mix(glow_n, 1.0, .7));
|
||||
float glow = smoothstep(1.0 - glow_amount, 1.0, n);
|
||||
|
||||
vec4 color = mix(tertiary_color, primary_color, glow);
|
||||
|
||||
ALBEDO = color.rgb;
|
||||
EMISSION = (ALBEDO * 4.0) * glow;
|
||||
|
||||
// ALPHA
|
||||
float decay_amount = 1.0 - COLOR.a;
|
||||
float alpha = smoothstep(decay_amount - 0.2, decay_amount, glow_n*0.8);//
|
||||
alpha *= 1.0 - fresnel(3.0, NORMAL, VIEW);
|
||||
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://b1sjgiq8o4tvd
|
||||
@@ -0,0 +1,70 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, cull_disabled;
|
||||
|
||||
uniform sampler2D ring_texture;
|
||||
uniform sampler2D noise_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
uniform vec4 secondary_color : source_color;
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
|
||||
void vertex() {
|
||||
// Called for every vertex the material is visible on.
|
||||
}
|
||||
|
||||
float noise_fade(float v, float n, float amt, float treshold){
|
||||
float value = 1.0;
|
||||
float n_amt = amt * 2.0;
|
||||
|
||||
value = mix(v, v - (1.0-(n * treshold)), n_amt);
|
||||
value = clamp(value, 0.0, 1.0);
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float ring_mask = texture(ring_texture, UV).r;
|
||||
float noise = texture(noise_texture, UV).r;
|
||||
float decay = (1.0 - pow(COLOR.a,0.5)) * 3.0;
|
||||
|
||||
float value = noise_fade(ring_mask, noise, decay, 0.7);
|
||||
|
||||
vec4 color = mix(secondary_color, primary_color, value);
|
||||
|
||||
ALBEDO = mix(color.rgb, vec3(1.0), pow(COLOR.a, 8.0));
|
||||
EMISSION = ALBEDO * 2.0;
|
||||
|
||||
float alpha = smoothstep(0.1,0.5, value);
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bf8eiigjam2fr
|
||||
@@ -0,0 +1,49 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, unshaded;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform float alpha_multiplier : hint_range(0.0,1.0,0.05) = 0.432;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
float fresnel(float amount, vec3 normal, vec3 view)
|
||||
{
|
||||
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float alpha = pow(1.0 - fresnel(1.0,NORMAL, VIEW), 16.0) * alpha_multiplier;
|
||||
|
||||
ALBEDO = primary_color.rgb;
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://d4eb3cue1817u
|
||||
@@ -0,0 +1,65 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix;
|
||||
|
||||
uniform sampler2D shape_texture;
|
||||
uniform sampler2D noise_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
uniform vec4 secondary_color : source_color;
|
||||
|
||||
uniform float decay : hint_range(0.0,1.0,0.01);
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
|
||||
float shape(vec2 uv){
|
||||
float s = texture(shape_texture, uv).r;
|
||||
return s;
|
||||
}
|
||||
|
||||
float wave(vec2 uv){
|
||||
float s = pow(shape(uv),0.4);
|
||||
float mask1 = shape(uv);
|
||||
float mask2 = pow(1.0 - shape(uv),2.0);
|
||||
float w = sin(s * 16.0 + (TIME * 16.0));
|
||||
w = (w + 1.0) / 2.0;
|
||||
w *= mask1 - pow(1.0 - decay, 8.0);
|
||||
w *= 1.0 + mask2 - pow(decay * 2.0, 1.0);
|
||||
w = clamp(w, 0.0, 1.0);
|
||||
return w * 8.0;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
VERTEX += NORMAL * wave(UV) * 0.1;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float wave_value = wave(UV);
|
||||
|
||||
float noise = texture(noise_texture, UV).r;
|
||||
|
||||
float alpha = clamp(wave_value - noise, 0.0, 1.0);
|
||||
|
||||
vec3 color = mix(secondary_color, primary_color, wave_value).rgb;
|
||||
|
||||
ALBEDO = color;
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dw1bkef40wjyi
|
||||
@@ -0,0 +1,62 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, cull_disabled, depth_prepass_alpha;
|
||||
|
||||
uniform sampler2D noise_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
uniform vec4 secondary_color : source_color;
|
||||
|
||||
uniform vec2 texture_scale = vec2(1.0);
|
||||
uniform vec2 time_scale = vec2(1.0);
|
||||
|
||||
uniform float grow : hint_range(0.0, 1.0, 0.01) = 0.34;
|
||||
uniform float decay : hint_range(0.0, 1.0, 0.01) = 0.34;
|
||||
|
||||
uniform bool proximity_fade = false;
|
||||
uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01) = 1.0;
|
||||
|
||||
uniform int alpha_mode : hint_range(0, 2, 1) = 0;
|
||||
const vec3 ign = vec3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
||||
|
||||
|
||||
void vertex() {
|
||||
// Called for every vertex the material is visible on.
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float noise = texture(noise_texture, (UV * texture_scale + (vec2(TIME) * time_scale))).r;
|
||||
float mask = UV.y;
|
||||
|
||||
float masked_noise = noise * mask;
|
||||
float alpha = smoothstep(grow,grow + 0.1,masked_noise);
|
||||
alpha *= decay;
|
||||
|
||||
ALBEDO = mix(secondary_color.rgb, primary_color.rgb, UV.y);
|
||||
EMISSION = ALBEDO * 3.0;
|
||||
|
||||
// Proximity Fade: Enabled
|
||||
if(proximity_fade){
|
||||
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
|
||||
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
|
||||
proximity_view_pos.xyz /= proximity_view_pos.w;
|
||||
alpha *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
|
||||
}
|
||||
|
||||
if(alpha_mode == 0){
|
||||
ALPHA = alpha;
|
||||
} else if (alpha_mode == 1) {
|
||||
if (alpha < 0.001 || alpha < fract(ign.z * fract(dot(FRAGCOORD.xy, ign.xy)))) {
|
||||
discard;
|
||||
}
|
||||
} else if (alpha_mode == 2) {
|
||||
if (alpha < 0.2){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://7acg1ejnsqij
|
||||
@@ -0,0 +1,23 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix;
|
||||
|
||||
uniform sampler2D shape_texture;
|
||||
|
||||
uniform vec4 primary_color : source_color;
|
||||
uniform vec4 secondary_color : source_color;
|
||||
|
||||
void fragment() {
|
||||
float mask = texture(shape_texture, UV).r;
|
||||
|
||||
ALBEDO = mix(secondary_color, primary_color, mask).rgb;
|
||||
EMISSION = ALBEDO * 4.0;
|
||||
|
||||
if (mask < .1){
|
||||
discard;
|
||||
}
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
@@ -0,0 +1 @@
|
||||
uid://d28ltkmbbdcjb
|
||||
201
experimental/BinbunVFX/shared/script/vfx_controller.gd
Normal file
@@ -0,0 +1,201 @@
|
||||
@tool
|
||||
extends Node3D
|
||||
class_name VFXController
|
||||
|
||||
## Works only in the editor. By default works like "emitting" on particles. When one_shot is enabled works as a button.
|
||||
@export var preview : bool = true:
|
||||
set(value):
|
||||
if Engine.is_editor_hint():
|
||||
if one_shot && value == true:
|
||||
play()
|
||||
else:
|
||||
preview = value
|
||||
if value == true:
|
||||
play()
|
||||
|
||||
@export var one_shot : bool = false:
|
||||
set(value):
|
||||
if Engine.is_editor_hint():
|
||||
one_shot = value
|
||||
preview = false
|
||||
|
||||
@export var autoplay : bool = true
|
||||
|
||||
@export_group("General")
|
||||
@export var local_coords : bool = false:
|
||||
set(value):
|
||||
local_coords = value
|
||||
for p in _get_particles(): if is_instance_valid(p): p.local_coords = value
|
||||
@export_range(0, 10, 0.01) var speed_scale : float = 1.0:
|
||||
set(value):
|
||||
speed_scale = value
|
||||
_set_shader_params("time_scale", speed_scale)
|
||||
_get_anim().speed_scale = value
|
||||
for p in _get_particles(): if is_instance_valid(p): p.speed_scale = value
|
||||
|
||||
@export_group("Colors")
|
||||
@export var primary_color : Color:
|
||||
set(value):
|
||||
primary_color = value
|
||||
_set_shader_params("primary_color", primary_color)
|
||||
@export var secondary_color : Color:
|
||||
set(value):
|
||||
secondary_color = value
|
||||
_set_shader_params("secondary_color", secondary_color)
|
||||
@export var tertiary_color : Color:
|
||||
set(value):
|
||||
tertiary_color = value
|
||||
_set_shader_params("tertiary_color", tertiary_color)
|
||||
|
||||
@export_group("Light")
|
||||
@export var light_enable : bool = true:
|
||||
set(value):
|
||||
light_enable = value
|
||||
_set_light_prop("visible", value)
|
||||
@export var light_color : Color:
|
||||
set(value):
|
||||
light_color = value
|
||||
_set_light_prop("light_color", value)
|
||||
@export var light_energy : float = 4.0:
|
||||
set(value):
|
||||
light_energy = value
|
||||
_set_light_prop("base_energy", value)
|
||||
@export var light_indirect_energy : float = 1.0:
|
||||
set(value):
|
||||
light_indirect_energy = value
|
||||
_set_light_prop("light_indirect_energy", value)
|
||||
@export var light_volumetric_fog_energy : float = 1.0:
|
||||
set(value):
|
||||
light_volumetric_fog_energy = value
|
||||
_set_light_prop("light_volumetric_fog_energy", value)
|
||||
|
||||
@export_group("Proximity Fade")
|
||||
@export var proximity_fade : bool = false:
|
||||
set(value):
|
||||
proximity_fade = value
|
||||
_set_shader_params("proximity_fade", proximity_fade)
|
||||
@export var proximity_fade_distance : float = 1.0:
|
||||
set(value):
|
||||
proximity_fade_distance = value
|
||||
_set_shader_params("proximity_fade_distance", proximity_fade_distance)
|
||||
|
||||
|
||||
@export_group("LODs")
|
||||
enum Alpha_Mode {
|
||||
## Smooth transparency. Most performance intensive
|
||||
SMOOTH,
|
||||
## Displays transparency with a dithering pattern. Less performance intensive
|
||||
DITHER,
|
||||
## Hard cut alpha. Like "Alpha Scissor" in [b]SpatialMaterial[/b]. Least performance intensive
|
||||
CUT,
|
||||
## Uses dithering and hard cut to achieve better results
|
||||
HYBRID
|
||||
}
|
||||
## Specifies how to handle [b]transparency[/b] within shaders.
|
||||
@export var alpha_mode : Alpha_Mode = Alpha_Mode.SMOOTH:
|
||||
set(value):
|
||||
alpha_mode = value
|
||||
_set_shader_params("alpha_mode", alpha_mode)
|
||||
@export_range(0.0,1.0,0.01) var alpha_cutoff : float = 0.02:
|
||||
set(value):
|
||||
alpha_cutoff = value
|
||||
_set_shader_params("alpha_cutoff", alpha_cutoff)
|
||||
@export_range(0.0,1.0,0.01) var dither_cutoff : float = 0.8:
|
||||
set(value):
|
||||
dither_cutoff = value
|
||||
_set_shader_params("dither_cutoff", dither_cutoff)
|
||||
## Specify resolution of meshes.
|
||||
## [br][br]
|
||||
## [b]SphereMesh:[/b] Sets [code]radial_segments[/code] to the [b]value[/b] and
|
||||
## [code]rings[/code] to [b]half the value[/b]
|
||||
## [br][br]
|
||||
## [b]CylinderMesh:[/b] Sets [code]radial_segments[/code] to the [b]value[/b]
|
||||
## [br][br]
|
||||
## [b]PlaneMesh:[/b] Sets [code]subdivide_width[/code] and [code]subdivide_depth[/code] to the [b]value[/b]
|
||||
@export var mesh_resolutions : int = 32:
|
||||
set(value):
|
||||
mesh_resolutions = value
|
||||
_set_mesh_resolutions(mesh_resolutions)
|
||||
|
||||
var particles : Array[GPUParticles3D] = []
|
||||
|
||||
func _ready() -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if autoplay: play()
|
||||
|
||||
func _enter_tree() -> void:
|
||||
if autoplay: preview = true
|
||||
|
||||
func play():
|
||||
var anim : AnimationPlayer = _get_anim()
|
||||
_reset_particles()
|
||||
if !one_shot:
|
||||
anim.play("main")
|
||||
anim.seek(0.0)
|
||||
await _get_anim().animation_finished
|
||||
if Engine.is_editor_hint() && !preview:
|
||||
return
|
||||
play()
|
||||
else:
|
||||
if anim.has_animation("oneshot"):
|
||||
anim.play("oneshot")
|
||||
else:
|
||||
anim.play("main")
|
||||
|
||||
## Util
|
||||
func _get_anim() -> AnimationPlayer:
|
||||
return get_node("AnimationPlayer")
|
||||
|
||||
func _get_particles() -> Array[GPUParticles3D]:
|
||||
var result : Array[GPUParticles3D] = []
|
||||
for p in get_children():
|
||||
if p is GPUParticles3D:
|
||||
result.append(p)
|
||||
return result
|
||||
|
||||
func _get_meshinstances() -> Array[MeshInstance3D]:
|
||||
var result : Array[MeshInstance3D] = []
|
||||
for m in get_children():
|
||||
if m is MeshInstance3D:
|
||||
result.append(m)
|
||||
return result
|
||||
|
||||
func _get_meshes() -> Array[Mesh]:
|
||||
var result : Array[Mesh]
|
||||
for p in _get_particles(): if is_instance_valid(p):
|
||||
result.append(p.draw_pass_1)
|
||||
for m in _get_meshinstances(): if is_instance_valid(m):
|
||||
result.append(m.mesh)
|
||||
return result
|
||||
|
||||
func _set_light_prop(pname : String, value) -> void:
|
||||
var light = get_node_or_null("Light")
|
||||
if light != null:
|
||||
light.set(pname, value)
|
||||
|
||||
func _reset_particles():
|
||||
for p in _get_particles():
|
||||
p.restart()
|
||||
|
||||
func _set_shader_params(name : String, value) -> void:
|
||||
for p in _get_particles():
|
||||
if is_instance_valid(p):
|
||||
if p.material_override is ShaderMaterial:
|
||||
p.material_override.set("shader_parameter/" + name, value)
|
||||
for m in _get_meshinstances():
|
||||
if is_instance_valid(m):
|
||||
if m.material_override is ShaderMaterial:
|
||||
m.material_override.set("shader_parameter/" + name, value)
|
||||
|
||||
func _set_mesh_resolutions(value : int) -> void:
|
||||
for m in _get_meshes(): if is_instance_valid(m):
|
||||
if m is SphereMesh:
|
||||
m.radial_segments = value
|
||||
m.rings = value/2
|
||||
if m is CylinderMesh:
|
||||
m.radial_segments = value
|
||||
if m is PlaneMesh:
|
||||
m.subdivide_width = value
|
||||
m.subdivide_depth = value
|
||||
@@ -0,0 +1 @@
|
||||
uid://tb7n6ybv43ch
|
||||
12
experimental/BinbunVFX/shared/script/vfx_light.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
@tool
|
||||
extends OmniLight3D
|
||||
class_name VFX_Light
|
||||
|
||||
@export var base_energy : float = 2.0:
|
||||
set(value):
|
||||
base_energy = value
|
||||
light_energy = base_energy * light_multiplier
|
||||
@export_range(0.0,1.0,0.01) var light_multiplier : float = 1.0:
|
||||
set(value):
|
||||
light_multiplier = value
|
||||
light_energy = base_energy * light_multiplier
|
||||
1
experimental/BinbunVFX/shared/script/vfx_light.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bdk8hhttligw
|
||||
907
experimental/BinbunVFX/shared/texture/cracks.ptex
Normal file
@@ -0,0 +1,907 @@
|
||||
{
|
||||
"connections": [
|
||||
{
|
||||
"from": "voronoi2_2",
|
||||
"from_port": 0,
|
||||
"to": "math_2",
|
||||
"to_port": 1
|
||||
},
|
||||
{
|
||||
"from": "math_2",
|
||||
"from_port": 0,
|
||||
"to": "math_3",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "radial_gradient",
|
||||
"from_port": 0,
|
||||
"to": "math_3",
|
||||
"to_port": 1
|
||||
},
|
||||
{
|
||||
"from": "math_3",
|
||||
"from_port": 0,
|
||||
"to": "sharpen",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "voronoi2",
|
||||
"from_port": 0,
|
||||
"to": "math_2",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "sharpen",
|
||||
"from_port": 0,
|
||||
"to": "math",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "math",
|
||||
"from_port": 0,
|
||||
"to": "tones_step",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "uniform",
|
||||
"from_port": 0,
|
||||
"to": "blend2",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "uniform_2",
|
||||
"from_port": 0,
|
||||
"to": "blend2",
|
||||
"to_port": 1
|
||||
},
|
||||
{
|
||||
"from": "tones_step_2",
|
||||
"from_port": 0,
|
||||
"to": "blend2",
|
||||
"to_port": 2
|
||||
},
|
||||
{
|
||||
"from": "blend2",
|
||||
"from_port": 0,
|
||||
"to": "blend2_2",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "uniform_3",
|
||||
"from_port": 0,
|
||||
"to": "blend2_2",
|
||||
"to_port": 1
|
||||
},
|
||||
{
|
||||
"from": "normal_map2",
|
||||
"from_port": 0,
|
||||
"to": "Material",
|
||||
"to_port": 4
|
||||
},
|
||||
{
|
||||
"from": "math_4",
|
||||
"from_port": 0,
|
||||
"to": "normal_map2",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "tones_step",
|
||||
"from_port": 0,
|
||||
"to": "fast_blur",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "fast_blur",
|
||||
"from_port": 0,
|
||||
"to": "tones_step_2",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "fast_blur",
|
||||
"from_port": 0,
|
||||
"to": "math_4",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "fast_blur",
|
||||
"from_port": 0,
|
||||
"to": "blend2_2",
|
||||
"to_port": 2
|
||||
},
|
||||
{
|
||||
"from": "fast_blur",
|
||||
"from_port": 0,
|
||||
"to": "graph_6",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "blend2_2",
|
||||
"from_port": 0,
|
||||
"to": "blend2_3",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "graph_6",
|
||||
"from_port": 0,
|
||||
"to": "blend2_3",
|
||||
"to_port": 1
|
||||
},
|
||||
{
|
||||
"from": "blend2_3",
|
||||
"from_port": 0,
|
||||
"to": "Material",
|
||||
"to_port": 0
|
||||
}
|
||||
],
|
||||
"label": "Graph",
|
||||
"longdesc": "",
|
||||
"name": "511",
|
||||
"node_position": {
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"nodes": [
|
||||
{
|
||||
"export_paths": {
|
||||
|
||||
},
|
||||
"name": "Material",
|
||||
"node_position": {
|
||||
"x": 2029,
|
||||
"y": -92
|
||||
},
|
||||
"parameters": {
|
||||
"albedo_color": {
|
||||
"a": 1,
|
||||
"b": 1,
|
||||
"g": 1,
|
||||
"r": 1,
|
||||
"type": "Color"
|
||||
},
|
||||
"ao": 1,
|
||||
"depth_scale": 0.7,
|
||||
"emission_energy": 0,
|
||||
"flags_transparent": false,
|
||||
"metallic": 0,
|
||||
"normal": 1,
|
||||
"roughness": 1,
|
||||
"size": 11,
|
||||
"sss": 0
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "material"
|
||||
},
|
||||
{
|
||||
"name": "voronoi2",
|
||||
"node_position": {
|
||||
"x": -2174,
|
||||
"y": 335
|
||||
},
|
||||
"parameters": {
|
||||
"intensity": 1,
|
||||
"randomness": 0.85,
|
||||
"scale_x": 8,
|
||||
"scale_y": 8,
|
||||
"stretch_x": 1,
|
||||
"stretch_y": 1
|
||||
},
|
||||
"seed_int": 1884072448,
|
||||
"type": "voronoi2"
|
||||
},
|
||||
{
|
||||
"name": "voronoi2_2",
|
||||
"node_position": {
|
||||
"x": -2185.340332,
|
||||
"y": 576.901062
|
||||
},
|
||||
"parameters": {
|
||||
"intensity": 1,
|
||||
"randomness": 1,
|
||||
"scale_x": 6,
|
||||
"scale_y": 6,
|
||||
"stretch_x": 1,
|
||||
"stretch_y": 1
|
||||
},
|
||||
"seed_int": 190614896,
|
||||
"type": "voronoi2"
|
||||
},
|
||||
{
|
||||
"name": "math_2",
|
||||
"node_position": {
|
||||
"x": -1422.340332,
|
||||
"y": 488.901062
|
||||
},
|
||||
"parameters": {
|
||||
"clamp": false,
|
||||
"default_in1": 0,
|
||||
"default_in2": 0,
|
||||
"op": 2
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "math"
|
||||
},
|
||||
{
|
||||
"name": "sharpen",
|
||||
"node_position": {
|
||||
"x": -292.340332,
|
||||
"y": 358.901062
|
||||
},
|
||||
"parameters": {
|
||||
"size": 5
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "sharpen"
|
||||
},
|
||||
{
|
||||
"name": "radial_gradient",
|
||||
"node_position": {
|
||||
"x": -888.340332,
|
||||
"y": 141.901062
|
||||
},
|
||||
"parameters": {
|
||||
"gradient": {
|
||||
"interpolation": 1,
|
||||
"points": [
|
||||
{
|
||||
"a": 1,
|
||||
"b": 1,
|
||||
"g": 1,
|
||||
"pos": 0.400481,
|
||||
"r": 1
|
||||
},
|
||||
{
|
||||
"a": 1,
|
||||
"b": 0,
|
||||
"g": 0,
|
||||
"pos": 0.718311,
|
||||
"r": 0
|
||||
}
|
||||
],
|
||||
"type": "Gradient"
|
||||
},
|
||||
"repeat": 1
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "radial_gradient"
|
||||
},
|
||||
{
|
||||
"name": "math_3",
|
||||
"node_position": {
|
||||
"x": -582.340332,
|
||||
"y": 299.901062
|
||||
},
|
||||
"parameters": {
|
||||
"clamp": true,
|
||||
"default_in1": 0,
|
||||
"default_in2": 3,
|
||||
"op": 2
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "math"
|
||||
},
|
||||
{
|
||||
"name": "tones_step",
|
||||
"node_position": {
|
||||
"x": 141.659668,
|
||||
"y": 136.901062
|
||||
},
|
||||
"parameters": {
|
||||
"invert": false,
|
||||
"value": 0.15,
|
||||
"width": 0.28
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "tones_step"
|
||||
},
|
||||
{
|
||||
"name": "math",
|
||||
"node_position": {
|
||||
"x": -133.678223,
|
||||
"y": 139.390686
|
||||
},
|
||||
"parameters": {
|
||||
"clamp": false,
|
||||
"default_in1": 0,
|
||||
"default_in2": 2,
|
||||
"op": 6
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "math"
|
||||
},
|
||||
{
|
||||
"generic_size": 1,
|
||||
"name": "blend2",
|
||||
"node_position": {
|
||||
"x": 877.70166,
|
||||
"y": -140.297119
|
||||
},
|
||||
"parameters": {
|
||||
"amount1": 0.71,
|
||||
"blend_type1": 0
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "blend2"
|
||||
},
|
||||
{
|
||||
"name": "uniform",
|
||||
"node_position": {
|
||||
"x": 526.70166,
|
||||
"y": -241.297119
|
||||
},
|
||||
"parameters": {
|
||||
"color": {
|
||||
"a": 0,
|
||||
"b": 0.239216,
|
||||
"g": 0.239216,
|
||||
"r": 0.239216,
|
||||
"type": "Color"
|
||||
}
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "uniform"
|
||||
},
|
||||
{
|
||||
"name": "uniform_2",
|
||||
"node_position": {
|
||||
"x": 521.20166,
|
||||
"y": -148.297119
|
||||
},
|
||||
"parameters": {
|
||||
"color": {
|
||||
"a": 1,
|
||||
"b": 0.183594,
|
||||
"g": 0.183594,
|
||||
"r": 0.183594,
|
||||
"type": "Color"
|
||||
}
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "uniform"
|
||||
},
|
||||
{
|
||||
"name": "uniform_3",
|
||||
"node_position": {
|
||||
"x": 949.20166,
|
||||
"y": 86.702881
|
||||
},
|
||||
"parameters": {
|
||||
"color": {
|
||||
"a": 1,
|
||||
"b": 0.042969,
|
||||
"g": 0.042969,
|
||||
"r": 0.042969,
|
||||
"type": "Color"
|
||||
}
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "uniform"
|
||||
},
|
||||
{
|
||||
"name": "tones_step_2",
|
||||
"node_position": {
|
||||
"x": 481.70166,
|
||||
"y": -53.29715
|
||||
},
|
||||
"parameters": {
|
||||
"invert": false,
|
||||
"value": 0.15,
|
||||
"width": 0.28
|
||||
},
|
||||
"seed_int": 0,
|
||||
"type": "tones_step"
|
||||
},
|
||||
{
|
||||
"name": "normal_map2",
|
||||
"node_position": {
|
||||
"x": 1555.70166,
|
||||
"y": 264.702881
|
||||
},
|
||||
"parameters": {
|
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"instance": "//inspired by:\n//http://developer.download.nvidia.com/presentations/2008/SIGGRAPH/HBAO_SIG08b.pdf\n//https://gist.github.com/dotModded/981206ae1f4e760b7348\n//https://github.com/scanberg/hbao/blob/master/resources/shaders/hbao_full_frag.glsl\n//radius - radius of influence in screen space\n//angleBiasDeg - ~minimum angle for AO\n//intensity - increase strength of caclulated AO\n//noiseScale - for randomization values\nfloat $(name)_hbao(vec2 uv, float radius, float angleBiasDeg, float intensity, vec2 noiseScale) {\n int samplig_directions = 8;\n int steps = int($quality);\n\n float angleBias = 0.0174532925 * angleBiasDeg;\n\n vec3 c_point = vec3(uv*2.0 - 1.0, $in(uv)*$depth_scale);\n //fun with dfdx & dfdy - https://community.khronos.org/t/getting-the-normal-with-dfdx-and-dfdy/70177\n vec3 c_normal = normalize(cross(dFdx(c_point), dFdy(c_point)));\n\n\n float cosMaxRot = cos(6.28318530718 / float(samplig_directions));\n float sinMaxROt = sin(6.28318530718 / float(samplig_directions));\n \n // it should be faster than standard rotation in each iteartion\n mat2 deltaRotationMatrix = mat2(\n\tvec2(cosMaxRot, -sinMaxROt),\n\tvec2(sinMaxROt, cosMaxRot)\n );\n \n // calculate starting offset, as the smallest step\n vec2 offset_uv = vec2(1.0, 0.0) * (radius /float(steps));\n\n //randomize angle\n vec3 sampleNoise\t= rand3(uv * noiseScale);\n sampleNoise.xy\t = sampleNoise.xy * 2.0 - vec2(1.0);\n mat2 rotationMatrix = mat2(vec2(sampleNoise.x, -sampleNoise.y), \n\t\t\t\t\t\t\t vec2(sampleNoise.y, sampleNoise.x));\n \n // apply a random rotation to the base step vector\n offset_uv = rotationMatrix * offset_uv;\n \n float jitter = sampleNoise.z;\n float occlusion = 0.0;\n \n for (int i = 0; i < samplig_directions; ++i) {\n\t// incrementally rotate sample direction\n\toffset_uv = deltaRotationMatrix * offset_uv;\n\tfloat oldAngle = angleBias;\n\tfor (int j = 0; j < steps; ++j) {\n\t //add jitter & distance to offset UV\n\t vec2 sample_uv\t = uv + (jitter + float(j)) * offset_uv;\n\t vec3 s_point\t = vec3(sample_uv*2.0 - 1.0, $in(sample_uv)*$depth_scale);\n\t vec3 sample_tan = (s_point - c_point); //not sure if correct, but looks ok\n\t // 90 deg - (angle between normal from current point & sampled tangent)\n\t //https://math.stackexchange.com/questions/654315/how-to-convert-a-dot-product-of-two-vectors-to-the-angle-between-the-vectors\n\t float gamma = 1.57079632679 - acos(dot(c_normal, normalize(sample_tan)));\n\t \n\t if (gamma > oldAngle) {\n\t\tfloat value = sin(gamma) - sin(oldAngle);\n\t\tfloat attenuation = clamp(1.0 - pow(length(sample_tan.xy)/radius, 2.0), 0.0, 1.0);\n\t\tocclusion += attenuation * value;\n\t\t//occlusion += value;\n\t\toldAngle = gamma;\n\t }\n\t}\n }\n \n occlusion = 1.0 - occlusion / float(samplig_directions);\n return clamp(pow(occlusion, 1.0 + intensity), 0.0, 1.0);\n}",
|
||||
"longdesc": "A node that generates several images from a tileable voronoi noise",
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||||
"name": "HBAO",
|
||||
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||||
{
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||||
"f": "$(name)_hbao($uv,$radius, $angleBiasDeg, $intensity, vec2(16.0,16.0))",
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"max": 1,
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||||
},
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||||
{
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"control": "None",
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"default": 4,
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|
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||||
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|
||||
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|
||||
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|
||||
"type": "float"
|
||||
}
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"instance": "//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n// Copyright (c) 2018-2019 Michele Morrone\n// All rights reserved.\n//\n// https://michelemorrone.eu - https://BrutPitt.com\n//\n// me@michelemorrone.eu - brutpitt@gmail.com\n// twitter: @BrutPitt - github: BrutPitt\n// \n// https://github.com/BrutPitt/glslSmartDeNoise/\n//\n// This software is distributed under the terms of the BSD 2-Clause license\n//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n// smartDeNoise - parameters\n//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n//\n// sampler2D tex\t - sampler image / texture\n// vec2 uv\t\t - actual fragment coord\n// float sigma > 0 - sigma Standard Deviation\n// float kSigma >= 0 - sigma coefficient \n//\t kSigma * sigma --> radius of the circular kernel\n// float threshold - edge sharpening threshold \nvec4 $(name)_smartDeNoise(vec2 uv, float sigma, float kSigma, float threshold)\n{\n\tfloat INV_SQRT_OF_2PI = 0.39894228040143267793994605993439; // 1.0/SQRT_OF_2PI\n\tfloat INV_PI = 0.31830988618379067153776752674503;\n\tfloat radius = round(kSigma*sigma);\n\tfloat radQ = radius * radius;\n\n\tfloat invSigmaQx2 = .5 / (sigma * sigma);\t // 1.0 / (sigma^2 * 2.0)\n\tfloat invSigmaQx2PI = INV_PI * invSigmaQx2;\t// 1/(2 * PI * sigma^2)\n\n\tfloat invThresholdSqx2 = .5 / (threshold * threshold);\t // 1.0 / (sigma^2 * 2.0)\n\tfloat invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold; // 1.0 / (sqrt(2*PI) * sigma^2)\n\n\tvec4 centrPx = $in(uv); \n\n\tfloat zBuff = 0.0;\n\tvec4 aBuff = vec4(0.0);\n\tvec2 size = vec2($size, $size);\n\n\tvec2 d;\n\tfor (d.x=-radius; d.x <= radius; d.x++) {\n\t\tfloat pt = sqrt(radQ-d.x*d.x);\t // pt = yRadius: have circular trend\n\t\tfor (d.y=-pt; d.y <= pt; d.y++) {\n\t\t\tfloat blurFactor = exp( -dot(d , d) * invSigmaQx2 ) * invSigmaQx2PI;\n\n\t\t\tvec4 walkPx = $in(uv+d/size);\n\t\t\tvec4 dC = walkPx-centrPx;\n\t\t\tfloat deltaFactor = exp( -dot(dC, dC) * invThresholdSqx2) * invThresholdSqrt2PI * blurFactor;\n\n\t\t\tzBuff += deltaFactor;\n\t\t\taBuff += deltaFactor*walkPx;\n\t\t}\n\t}\n\treturn aBuff/zBuff;\n}",
|
||||
"longdesc": "A node that generates several images from a tileable voronoi noise",
|
||||
"name": "Denoiser",
|
||||
"outputs": [
|
||||
{
|
||||
"longdesc": "A color pattern that assigns a random color to each cell",
|
||||
"rgba": "$(name)_smartDeNoise($uv, $sigma, $ksigma, $threshold)",
|
||||
"shortdesc": "Random color",
|
||||
"type": "rgba"
|
||||
}
|
||||
],
|
||||
"parameters": [
|
||||
{
|
||||
"default": 10,
|
||||
"first": 0,
|
||||
"label": "size",
|
||||
"last": 12,
|
||||
"longdesc": "The scale along the X axis",
|
||||
"name": "size",
|
||||
"shortdesc": "Scale.x",
|
||||
"type": "size"
|
||||
},
|
||||
{
|
||||
"control": "None",
|
||||
"default": 0.5,
|
||||
"label": "Sigma",
|
||||
"max": 1,
|
||||
"min": 0.005,
|
||||
"name": "sigma",
|
||||
"step": 0.1,
|
||||
"type": "float"
|
||||
},
|
||||
{
|
||||
"control": "None",
|
||||
"default": 0.5,
|
||||
"label": "kSigma",
|
||||
"max": 1,
|
||||
"min": 0,
|
||||
"name": "ksigma",
|
||||
"step": 0.1,
|
||||
"type": "float"
|
||||
},
|
||||
{
|
||||
"control": "None",
|
||||
"default": 0.5,
|
||||
"label": "threshold",
|
||||
"max": 1,
|
||||
"min": 0,
|
||||
"name": "threshold",
|
||||
"step": 0.1,
|
||||
"type": "float"
|
||||
}
|
||||
],
|
||||
"shortdesc": "Voronoi Noise"
|
||||
},
|
||||
"type": "shader"
|
||||
},
|
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