level整理

master
chendian 9 months ago
parent 002f91d9d4
commit a2b131eea7

@ -0,0 +1,25 @@
[gd_resource type="Environment" load_steps=3 format=3 uid="uid://cau2wbvvlnuii"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_gdk30"]
sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
ground_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
[sub_resource type="Sky" id="Sky_hmsea"]
sky_material = SubResource("ProceduralSkyMaterial_gdk30")
[resource]
background_mode = 1
sky = SubResource("Sky_hmsea")
ambient_light_source = 2
ambient_light_color = Color(1, 1, 1, 1)
ambient_light_energy = 0.3
tonemap_white = 2.39
ssao_enabled = true
ssao_intensity = 1.0
glow_enabled = true
glow_hdr_threshold = 0.8
fog_height = 3.0
fog_height_density = 0.5
volumetric_fog_enabled = true
adjustment_enabled = true
adjustment_contrast = 1.2

@ -1,19 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://dn4ao1jmb7ea6"]
[ext_resource type="Shader" uid="uid://keyjsvf4g3fl" path="res://render/shader/grid_block.gdshader" id="1_0sxqg"]
[resource]
render_priority = 0
shader = ExtResource("1_0sxqg")
shader_parameter/is_link = false
shader_parameter/is_focus_from = false
shader_parameter/is_focus_to = false
shader_parameter/focus_min_from = Vector3(0, 0, 0)
shader_parameter/focus_max_from = Vector3(0, 0, 0)
shader_parameter/focus_min_to = Vector3(13.44, 0.640001, 0.640001)
shader_parameter/focus_max_to = Vector3(37.76, 4.48, 7.04)
shader_parameter/focus_rate = 1.0
shader_parameter/is_target = false
shader_parameter/target_position = Vector3(0, 1.28, 1)
shader_parameter/show_air_wall = true
shader_parameter/pixel_size = Vector2(0.02, 0.02)

@ -1,19 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://djv81olb3un82"]
[ext_resource type="Shader" uid="uid://keyjsvf4g3fl" path="res://render/shader/grid_block.gdshader" id="1_qhmtc"]
[resource]
render_priority = 0
shader = ExtResource("1_qhmtc")
shader_parameter/is_link = true
shader_parameter/is_focus_from = false
shader_parameter/is_focus_to = false
shader_parameter/focus_min_from = Vector3(0, 0, 0)
shader_parameter/focus_max_from = Vector3(0, 0, 0)
shader_parameter/focus_min_to = Vector3(0, 0, 0)
shader_parameter/focus_max_to = Vector3(0, 0, 0)
shader_parameter/focus_rate = 1.0
shader_parameter/is_target = false
shader_parameter/target_position = Vector3(0, 1.28, 1)
shader_parameter/show_air_wall = true
shader_parameter/pixel_size = Vector2(0.02, 0.02)

@ -0,0 +1,14 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://cpd0la68rjgvc"]
[ext_resource type="Shader" uid="uid://bai13s4b14pfi" path="res://render/shader/level_fog.gdshader" id="1_ea60d"]
[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_ea60d"]
[resource]
shader = ExtResource("1_ea60d")
shader_parameter/density = 0.05
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/emission = Color(1, 1, 1, 1)
shader_parameter/height_falloff = 0.0
shader_parameter/edge_fade = 0.0
shader_parameter/density_texture = SubResource("NoiseTexture3D_ea60d")

@ -1,6 +1,6 @@
[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://nufv335woq2s"]
[ext_resource type="Shader" path="res://render/shader/wind_grass.gdshader" id="1_crjsp"]
[ext_resource type="Shader" uid="uid://b80561xeegp4" path="res://render/shader/level_grass.gdshader" id="1_crjsp"]
[ext_resource type="Texture2D" uid="uid://bhltn1sfrnb3p" path="res://render/texture/common/common_ramp_green.tres" id="2_eyk30"]
[ext_resource type="Texture2D" uid="uid://6c1yt0vihays" path="res://render/texture/common/common_noise.tres" id="3_183e7"]

@ -0,0 +1,14 @@
[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://dn4ao1jmb7ea6"]
[ext_resource type="Shader" uid="uid://keyjsvf4g3fl" path="res://render/shader/level_grid_block.gdshader" id="1_ggegd"]
[ext_resource type="Texture2D" uid="uid://dnblkeesjv16a" path="res://render/texture/particle/noise/noise4.png" id="2_mif3q"]
[ext_resource type="Texture2D" uid="uid://c4byf37he3mjt" path="res://render/texture/particle/noise/noise1.png" id="3_k18qr"]
[resource]
render_priority = 0
shader = ExtResource("1_ggegd")
shader_parameter/is_target = false
shader_parameter/target_position = Vector3(0, 1.28, 1)
shader_parameter/show_air_wall = true
shader_parameter/tex_noise1 = ExtResource("2_mif3q")
shader_parameter/tex_noise2 = ExtResource("3_k18qr")

@ -0,0 +1,20 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://ceodb7ngwke05"]
[ext_resource type="Shader" uid="uid://cpaansgv0b4by" path="res://render/shader/level_ray.gdshader" id="1_l14pe"]
[resource]
render_priority = 0
shader = ExtResource("1_l14pe")
shader_parameter/angle = -0.3
shader_parameter/position = -0.2
shader_parameter/spread = 0.593
shader_parameter/cutoff = 0.1
shader_parameter/falloff = 0.2
shader_parameter/edge_fade = 0.493
shader_parameter/speed = 2.0
shader_parameter/ray1_density = 8.0
shader_parameter/ray2_density = 30.0
shader_parameter/ray2_intensity = 0.457
shader_parameter/color = Color(1, 0.87451, 0.701961, 0.8)
shader_parameter/hdr = true
shader_parameter/seed = 5.0

@ -1,81 +0,0 @@
shader_type spatial;
uniform bool is_link = false;
uniform bool is_focus_from = false;
uniform bool is_focus_to = false;
uniform vec3 focus_min_from = vec3(0,0,0);
uniform vec3 focus_max_from = vec3(0,0,0);
uniform vec3 focus_min_to = vec3(0,0,0);
uniform vec3 focus_max_to = vec3(0,0,0);
uniform float focus_rate = 1.0;
uniform bool is_target = false;
uniform vec3 target_position = vec3(0, 1.28, 1);
varying vec3 world_position;
uniform bool show_air_wall = true;
uniform vec2 pixel_size = vec2(0.02, 0.02);
void vertex()
{
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
bool is_in_focus(vec3 f_min,vec3 f_max){
//if(world_position.x<f_min.x||world_position.x>f_max.x){return false;}
if(world_position.z>f_max.z){return false;}
if(world_position.y>f_max.y && world_position.z>f_min.z){return false;}
return true;
}
void fragment() {
if(!is_link){
if(is_focus_from || is_focus_to){
bool is_in_focus_from = is_in_focus(focus_min_from,focus_max_from);
bool is_in_focus_to = is_in_focus(focus_min_to,focus_max_to);
if(is_in_focus_from&&is_in_focus_to){
//ALPHA = 1.0;
}
else if(is_focus_to&&is_in_focus_to){
//ALPHA = focus_rate;
//ALPHA = 1.0;
}
else if(is_focus_from&&is_in_focus_from){
//ALPHA = 1.0 - focus_rate;
discard;
}else{
discard;
}
}
}
vec3 c = COLOR.rgb;
if(c.r+c.g+c.b<0.1){
ALBEDO = vec3(0.1);
}else if(c.r+c.g+c.b>2.9){
if(show_air_wall){
ALBEDO = vec3(0.9);
}else{
discard;
}
}else{
float brightness = 1.0;
if(is_target){
float offset_y = abs(floor((world_position.y-target_position.y) / 0.02) * 0.02);
offset_y = max(0.0,offset_y-0.64);
float rate = clamp(1.0-offset_y/4.48,0.0,1.0);
brightness = rate;
}else{
brightness = 1.0;
}
vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
bool is_light = c.r+c.g+c.b>2.8;
if(!is_light && world_normal.y<0.1){
brightness = brightness*0.6;
}
c.rgb = mix(vec3(0.0), c.rgb, brightness);
ALBEDO = c.rgb;
if(is_light){
EMISSION = c.rgb * 2.0;
}
}
}

@ -0,0 +1,19 @@
shader_type fog;
uniform float density : hint_range(0, 1, 0.0001) = 1.0;
uniform vec4 albedo : source_color = vec4(1.0);
uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
uniform float height_falloff = 0.0;
uniform float edge_fade = 0.1;
uniform sampler3D density_texture: hint_default_white;
void fog() {
float x = mod(UVW.r - TIME*0.1,1.0);
vec3 uvw = vec3(x, UVW.g,UVW.b);
DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0);
DENSITY *= texture(density_texture, uvw).r;
DENSITY *= pow(clamp(-2.0 * SDF / min(min(SIZE.x, SIZE.y), SIZE.z), 0.0, 1.0), edge_fade);
ALBEDO = albedo.rgb;
EMISSION = emission.rgb;
}

@ -0,0 +1,68 @@
shader_type spatial;
uniform bool is_target = false;
uniform vec3 target_position = vec3(0, 1.28, 1);
uniform bool show_air_wall = true;
varying vec3 world_position;
varying vec2 uv1;
varying vec2 uv2;
uniform sampler2D tex_noise1 : source_color;
uniform sampler2D tex_noise2 : source_color;
void vertex()
{
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec2 local_uv = vec2(world_position.x,world_position.y + world_position.z);
uv1 = local_uv / 32.0;
uv2 = local_uv / 32.0;
}
void fragment() {
vec3 c = COLOR.rgb;
if(c.r+c.g+c.b<0.1){
ALBEDO = vec3(0.0);
}else if(c.r+c.g+c.b>2.9){
if(show_air_wall){
ALBEDO = vec3(1.0);
}else{
discard;
}
}else{
float brightness = 1.0;
if(is_target){
float offset_y = abs(floor((world_position.y-target_position.y) / 0.02) * 0.02);
offset_y = max(0.0,offset_y-0.64);
float rate = clamp(1.0-offset_y/4.48,0.0,1.0);
brightness = rate;
}else{
brightness = 1.0;
}
vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
bool is_light = c.r+c.g+c.b>2.8;
if(!is_light && world_normal.y<0.1){
brightness = brightness*0.6;
}
if(show_air_wall){
brightness = 1.0;
}
float noise_value1 = texture(tex_noise1,floor(uv1 /0.02) *0.02).r;
float discrete_noise_value1 = floor(noise_value1 / 0.5) * 0.5;
float noise_value2 = texture(tex_noise2,floor(uv2 /0.02) *0.02).r;
float discrete_noise_value2 = floor(noise_value2 / 0.5) * 0.5;
c -= discrete_noise_value1 * 0.2;
c += discrete_noise_value2 * 0.2;
c.rgb = mix(vec3(0.0), c.rgb, brightness);
ALBEDO = c.rgb;
if(is_light){
EMISSION = c.rgb * 2.0;
}
}
}
void light() {
vec3 c = ALBEDO.rgb;
float rgb_sum = c.r+c.g+c.b;
if (!(rgb_sum<0.1 || rgb_sum>2.9)){
DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR;
}
}

@ -0,0 +1,101 @@
shader_type spatial;
uniform float angle = -0.3;
uniform float position = -0.2;
uniform float spread : hint_range(0.0, 1.0) = 0.5;
uniform float cutoff : hint_range(-1.0, 1.0) = 0.1;
uniform float falloff : hint_range(0.0, 1.0) = 0.2;
uniform float edge_fade : hint_range(0.0, 1.0) = 0.15;
uniform float speed = 1.0;
uniform float ray1_density = 8.0;
uniform float ray2_density = 30.0;
uniform float ray2_intensity : hint_range(0.0, 1.0) = 0.3;
uniform vec4 color : source_color = vec4(1.0, 0.9, 0.65, 0.8);
uniform sampler2D screenTexture : hint_screen_texture;
uniform bool hdr = false;
uniform float seed = 5.0;
// Random and noise functions from Book of Shader's chapter on Noise.
float random(vec2 _uv) {
_uv += min(TIME,0.0);
return fract(sin(dot(_uv.xy,vec2(12.9898, 78.233))) *43758.5453123);
}
float noise (in vec2 uv) {
vec2 i = floor(uv);
vec2 f = fract(uv);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f * f * (3.0-2.0 * f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
mat2 rotate(float _angle){
return mat2(vec2(cos(_angle), -sin(_angle)),
vec2(sin(_angle), cos(_angle)));
}
vec4 screen(vec4 base, vec4 blend){
return 1.0 - (1.0 - base) * (1.0 - blend);
}
void fragment()
{
// Rotate, skew and move the UVs
vec2 transformed_uv = ( rotate(angle) * (UV - position) ) / ( (UV.y + spread) - (UV.y * spread) );
// Animate the ray according the the new transformed UVs
vec2 ray1 = vec2(transformed_uv.x * ray1_density + sin(TIME * 0.1 * speed) * (ray1_density * 0.2) + seed, 1.0);
vec2 ray2 = vec2(transformed_uv.x * ray2_density + sin(TIME * 0.2 * speed) * (ray1_density * 0.2) + seed, 1.0);
// Cut off the ray's edges
float cut = step(cutoff, transformed_uv.x) * step(cutoff, 1.0 - transformed_uv.x);
ray1 *= cut;
ray2 *= cut;
// Apply the noise pattern (i.e. create the rays)
float rays;
if (hdr){
// This is not really HDR, but check this to not clamp the two merged rays making
// their values go over 1.0. Can make for some nice effect
rays = noise(ray1) + (noise(ray2) * ray2_intensity);
}
else{
rays = clamp(noise(ray1) + (noise(ray2) * ray2_intensity), 0., 1.);
}
// Fade out edges
rays *= smoothstep(0.0, falloff, (1.0 - UV.y)); // Bottom
rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, transformed_uv.x); // Left
rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, 1.0 - transformed_uv.x); // Right
// Color to the rays
vec3 shine = vec3(rays) * color.rgb;
// Try different blending modes for a nicer effect. "Screen" is included in the code,
// but take a look at https://godotshaders.com/snippet/blending-modes/ for more.
// With "Screen" blend mode:
shine = screen(texture(screenTexture, SCREEN_UV), vec4(color)).rgb;
ALBEDO = shine;
EMISSION = shine * color.a;
ALPHA = rays * color.a;
}

@ -2,13 +2,9 @@ shader_type canvas_item;
uniform float shift_strength : hint_range(0.0, 1.0);
uniform float blur_strength : hint_range(0.0, 1.0);
uniform float speed_line_strength : hint_range(0.0, 1.0);
uniform float vignette_alpha : hint_range(0.0, 1.0);
uniform float vignette_inner : hint_range(0.0, 1.0) = 0.5;
uniform float vignette_outer : hint_range(0.0, 2.0) = 1.0;
uniform sampler2D speed_line_tex1;
uniform sampler2D speed_line_tex2;
uniform sampler2D speed_line_tex3;
void fragment() {
vec3 color = vec3(0);
@ -35,20 +31,5 @@ void fragment() {
q = clamp(q*vignette_alpha,0.0,1.1);
color *= (1.0-q);
//速度线
if(speed_line_strength>0.0){
float speed_line_color = 0.0;
float select_value = mod(TIME/10.0, 3.0);
if(select_value<1.0){
speed_line_color = texture(speed_line_tex1, UV).r;
}else if(select_value<2.0){
speed_line_color = texture(speed_line_tex2, UV).r;
}else{
speed_line_color = texture(speed_line_tex3, UV).r;
}
speed_line_color *= speed_line_strength;
color *= (1.0-speed_line_color);
}
COLOR.rgb = color;
}

@ -0,0 +1,11 @@
shader_type canvas_item;
uniform sampler2D screenTexture : hint_screen_texture;
void fragment() {
vec2 screen_size = vec2(640,360);
vec2 uv = UV;
uv = floor(uv * screen_size / 0.2) * 0.2 / screen_size;
COLOR = texture(screenTexture, uv);
}

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