level整理
parent
002f91d9d4
commit
a2b131eea7
@ -0,0 +1,25 @@
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[gd_resource type="Environment" load_steps=3 format=3 uid="uid://cau2wbvvlnuii"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_gdk30"]
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sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
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ground_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
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[sub_resource type="Sky" id="Sky_hmsea"]
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sky_material = SubResource("ProceduralSkyMaterial_gdk30")
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[resource]
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background_mode = 1
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sky = SubResource("Sky_hmsea")
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ambient_light_source = 2
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ambient_light_color = Color(1, 1, 1, 1)
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ambient_light_energy = 0.3
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tonemap_white = 2.39
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ssao_enabled = true
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ssao_intensity = 1.0
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glow_enabled = true
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glow_hdr_threshold = 0.8
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fog_height = 3.0
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fog_height_density = 0.5
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volumetric_fog_enabled = true
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adjustment_enabled = true
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adjustment_contrast = 1.2
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@ -1,19 +0,0 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://dn4ao1jmb7ea6"]
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[ext_resource type="Shader" uid="uid://keyjsvf4g3fl" path="res://render/shader/grid_block.gdshader" id="1_0sxqg"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_0sxqg")
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shader_parameter/is_link = false
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shader_parameter/is_focus_from = false
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shader_parameter/is_focus_to = false
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shader_parameter/focus_min_from = Vector3(0, 0, 0)
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shader_parameter/focus_max_from = Vector3(0, 0, 0)
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shader_parameter/focus_min_to = Vector3(13.44, 0.640001, 0.640001)
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shader_parameter/focus_max_to = Vector3(37.76, 4.48, 7.04)
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shader_parameter/focus_rate = 1.0
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shader_parameter/is_target = false
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shader_parameter/target_position = Vector3(0, 1.28, 1)
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shader_parameter/show_air_wall = true
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shader_parameter/pixel_size = Vector2(0.02, 0.02)
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@ -1,19 +0,0 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://djv81olb3un82"]
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[ext_resource type="Shader" uid="uid://keyjsvf4g3fl" path="res://render/shader/grid_block.gdshader" id="1_qhmtc"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_qhmtc")
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shader_parameter/is_link = true
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shader_parameter/is_focus_from = false
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shader_parameter/is_focus_to = false
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shader_parameter/focus_min_from = Vector3(0, 0, 0)
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shader_parameter/focus_max_from = Vector3(0, 0, 0)
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shader_parameter/focus_min_to = Vector3(0, 0, 0)
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shader_parameter/focus_max_to = Vector3(0, 0, 0)
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shader_parameter/focus_rate = 1.0
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shader_parameter/is_target = false
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shader_parameter/target_position = Vector3(0, 1.28, 1)
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shader_parameter/show_air_wall = true
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shader_parameter/pixel_size = Vector2(0.02, 0.02)
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@ -0,0 +1,14 @@
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://cpd0la68rjgvc"]
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[ext_resource type="Shader" uid="uid://bai13s4b14pfi" path="res://render/shader/level_fog.gdshader" id="1_ea60d"]
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[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_ea60d"]
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[resource]
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shader = ExtResource("1_ea60d")
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shader_parameter/density = 0.05
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shader_parameter/albedo = Color(1, 1, 1, 1)
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shader_parameter/emission = Color(1, 1, 1, 1)
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shader_parameter/height_falloff = 0.0
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shader_parameter/edge_fade = 0.0
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shader_parameter/density_texture = SubResource("NoiseTexture3D_ea60d")
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@ -1,6 +1,6 @@
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[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://nufv335woq2s"]
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[ext_resource type="Shader" path="res://render/shader/wind_grass.gdshader" id="1_crjsp"]
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[ext_resource type="Shader" uid="uid://b80561xeegp4" path="res://render/shader/level_grass.gdshader" id="1_crjsp"]
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[ext_resource type="Texture2D" uid="uid://bhltn1sfrnb3p" path="res://render/texture/common/common_ramp_green.tres" id="2_eyk30"]
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[ext_resource type="Texture2D" uid="uid://6c1yt0vihays" path="res://render/texture/common/common_noise.tres" id="3_183e7"]
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@ -0,0 +1,14 @@
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[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://dn4ao1jmb7ea6"]
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[ext_resource type="Shader" uid="uid://keyjsvf4g3fl" path="res://render/shader/level_grid_block.gdshader" id="1_ggegd"]
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[ext_resource type="Texture2D" uid="uid://dnblkeesjv16a" path="res://render/texture/particle/noise/noise4.png" id="2_mif3q"]
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[ext_resource type="Texture2D" uid="uid://c4byf37he3mjt" path="res://render/texture/particle/noise/noise1.png" id="3_k18qr"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_ggegd")
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shader_parameter/is_target = false
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shader_parameter/target_position = Vector3(0, 1.28, 1)
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shader_parameter/show_air_wall = true
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shader_parameter/tex_noise1 = ExtResource("2_mif3q")
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shader_parameter/tex_noise2 = ExtResource("3_k18qr")
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@ -0,0 +1,20 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://ceodb7ngwke05"]
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[ext_resource type="Shader" uid="uid://cpaansgv0b4by" path="res://render/shader/level_ray.gdshader" id="1_l14pe"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_l14pe")
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shader_parameter/angle = -0.3
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shader_parameter/position = -0.2
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shader_parameter/spread = 0.593
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shader_parameter/cutoff = 0.1
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shader_parameter/falloff = 0.2
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shader_parameter/edge_fade = 0.493
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shader_parameter/speed = 2.0
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shader_parameter/ray1_density = 8.0
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shader_parameter/ray2_density = 30.0
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shader_parameter/ray2_intensity = 0.457
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shader_parameter/color = Color(1, 0.87451, 0.701961, 0.8)
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shader_parameter/hdr = true
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shader_parameter/seed = 5.0
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@ -1,81 +0,0 @@
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shader_type spatial;
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uniform bool is_link = false;
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uniform bool is_focus_from = false;
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uniform bool is_focus_to = false;
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uniform vec3 focus_min_from = vec3(0,0,0);
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uniform vec3 focus_max_from = vec3(0,0,0);
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uniform vec3 focus_min_to = vec3(0,0,0);
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uniform vec3 focus_max_to = vec3(0,0,0);
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uniform float focus_rate = 1.0;
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uniform bool is_target = false;
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uniform vec3 target_position = vec3(0, 1.28, 1);
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varying vec3 world_position;
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uniform bool show_air_wall = true;
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uniform vec2 pixel_size = vec2(0.02, 0.02);
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void vertex()
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{
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world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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}
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bool is_in_focus(vec3 f_min,vec3 f_max){
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//if(world_position.x<f_min.x||world_position.x>f_max.x){return false;}
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if(world_position.z>f_max.z){return false;}
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if(world_position.y>f_max.y && world_position.z>f_min.z){return false;}
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return true;
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}
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void fragment() {
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if(!is_link){
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if(is_focus_from || is_focus_to){
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bool is_in_focus_from = is_in_focus(focus_min_from,focus_max_from);
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bool is_in_focus_to = is_in_focus(focus_min_to,focus_max_to);
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if(is_in_focus_from&&is_in_focus_to){
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//ALPHA = 1.0;
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}
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else if(is_focus_to&&is_in_focus_to){
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//ALPHA = focus_rate;
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//ALPHA = 1.0;
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}
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else if(is_focus_from&&is_in_focus_from){
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//ALPHA = 1.0 - focus_rate;
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discard;
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}else{
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discard;
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}
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}
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}
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vec3 c = COLOR.rgb;
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if(c.r+c.g+c.b<0.1){
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ALBEDO = vec3(0.1);
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}else if(c.r+c.g+c.b>2.9){
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if(show_air_wall){
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ALBEDO = vec3(0.9);
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}else{
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discard;
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}
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}else{
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float brightness = 1.0;
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if(is_target){
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float offset_y = abs(floor((world_position.y-target_position.y) / 0.02) * 0.02);
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offset_y = max(0.0,offset_y-0.64);
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float rate = clamp(1.0-offset_y/4.48,0.0,1.0);
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brightness = rate;
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}else{
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brightness = 1.0;
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}
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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bool is_light = c.r+c.g+c.b>2.8;
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if(!is_light && world_normal.y<0.1){
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brightness = brightness*0.6;
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}
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c.rgb = mix(vec3(0.0), c.rgb, brightness);
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ALBEDO = c.rgb;
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if(is_light){
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EMISSION = c.rgb * 2.0;
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}
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}
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}
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@ -0,0 +1,19 @@
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shader_type fog;
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uniform float density : hint_range(0, 1, 0.0001) = 1.0;
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uniform vec4 albedo : source_color = vec4(1.0);
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uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
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uniform float height_falloff = 0.0;
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uniform float edge_fade = 0.1;
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uniform sampler3D density_texture: hint_default_white;
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void fog() {
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float x = mod(UVW.r - TIME*0.1,1.0);
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vec3 uvw = vec3(x, UVW.g,UVW.b);
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DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0);
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DENSITY *= texture(density_texture, uvw).r;
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DENSITY *= pow(clamp(-2.0 * SDF / min(min(SIZE.x, SIZE.y), SIZE.z), 0.0, 1.0), edge_fade);
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ALBEDO = albedo.rgb;
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EMISSION = emission.rgb;
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}
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@ -0,0 +1 @@
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uid://bai13s4b14pfi
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@ -0,0 +1,68 @@
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shader_type spatial;
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uniform bool is_target = false;
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uniform vec3 target_position = vec3(0, 1.28, 1);
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uniform bool show_air_wall = true;
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varying vec3 world_position;
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varying vec2 uv1;
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varying vec2 uv2;
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uniform sampler2D tex_noise1 : source_color;
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uniform sampler2D tex_noise2 : source_color;
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void vertex()
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{
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world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec2 local_uv = vec2(world_position.x,world_position.y + world_position.z);
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uv1 = local_uv / 32.0;
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uv2 = local_uv / 32.0;
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}
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void fragment() {
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vec3 c = COLOR.rgb;
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if(c.r+c.g+c.b<0.1){
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ALBEDO = vec3(0.0);
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}else if(c.r+c.g+c.b>2.9){
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if(show_air_wall){
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ALBEDO = vec3(1.0);
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}else{
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discard;
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}
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}else{
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float brightness = 1.0;
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if(is_target){
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float offset_y = abs(floor((world_position.y-target_position.y) / 0.02) * 0.02);
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offset_y = max(0.0,offset_y-0.64);
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float rate = clamp(1.0-offset_y/4.48,0.0,1.0);
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brightness = rate;
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}else{
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brightness = 1.0;
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}
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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bool is_light = c.r+c.g+c.b>2.8;
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if(!is_light && world_normal.y<0.1){
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brightness = brightness*0.6;
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}
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if(show_air_wall){
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brightness = 1.0;
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}
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float noise_value1 = texture(tex_noise1,floor(uv1 /0.02) *0.02).r;
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float discrete_noise_value1 = floor(noise_value1 / 0.5) * 0.5;
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float noise_value2 = texture(tex_noise2,floor(uv2 /0.02) *0.02).r;
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float discrete_noise_value2 = floor(noise_value2 / 0.5) * 0.5;
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c -= discrete_noise_value1 * 0.2;
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c += discrete_noise_value2 * 0.2;
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c.rgb = mix(vec3(0.0), c.rgb, brightness);
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ALBEDO = c.rgb;
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if(is_light){
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EMISSION = c.rgb * 2.0;
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}
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}
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}
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void light() {
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vec3 c = ALBEDO.rgb;
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float rgb_sum = c.r+c.g+c.b;
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if (!(rgb_sum<0.1 || rgb_sum>2.9)){
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DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR;
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}
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}
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@ -0,0 +1,101 @@
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shader_type spatial;
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uniform float angle = -0.3;
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uniform float position = -0.2;
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uniform float spread : hint_range(0.0, 1.0) = 0.5;
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uniform float cutoff : hint_range(-1.0, 1.0) = 0.1;
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uniform float falloff : hint_range(0.0, 1.0) = 0.2;
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uniform float edge_fade : hint_range(0.0, 1.0) = 0.15;
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uniform float speed = 1.0;
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uniform float ray1_density = 8.0;
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uniform float ray2_density = 30.0;
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uniform float ray2_intensity : hint_range(0.0, 1.0) = 0.3;
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uniform vec4 color : source_color = vec4(1.0, 0.9, 0.65, 0.8);
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uniform sampler2D screenTexture : hint_screen_texture;
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uniform bool hdr = false;
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uniform float seed = 5.0;
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// Random and noise functions from Book of Shader's chapter on Noise.
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float random(vec2 _uv) {
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_uv += min(TIME,0.0);
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return fract(sin(dot(_uv.xy,vec2(12.9898, 78.233))) *43758.5453123);
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}
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float noise (in vec2 uv) {
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vec2 i = floor(uv);
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vec2 f = fract(uv);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Smooth Interpolation
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// Cubic Hermine Curve. Same as SmoothStep()
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vec2 u = f * f * (3.0-2.0 * f);
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// Mix 4 coorners percentages
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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mat2 rotate(float _angle){
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return mat2(vec2(cos(_angle), -sin(_angle)),
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vec2(sin(_angle), cos(_angle)));
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}
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vec4 screen(vec4 base, vec4 blend){
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return 1.0 - (1.0 - base) * (1.0 - blend);
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}
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void fragment()
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{
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// Rotate, skew and move the UVs
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vec2 transformed_uv = ( rotate(angle) * (UV - position) ) / ( (UV.y + spread) - (UV.y * spread) );
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// Animate the ray according the the new transformed UVs
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vec2 ray1 = vec2(transformed_uv.x * ray1_density + sin(TIME * 0.1 * speed) * (ray1_density * 0.2) + seed, 1.0);
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vec2 ray2 = vec2(transformed_uv.x * ray2_density + sin(TIME * 0.2 * speed) * (ray1_density * 0.2) + seed, 1.0);
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// Cut off the ray's edges
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float cut = step(cutoff, transformed_uv.x) * step(cutoff, 1.0 - transformed_uv.x);
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ray1 *= cut;
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ray2 *= cut;
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// Apply the noise pattern (i.e. create the rays)
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float rays;
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if (hdr){
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// This is not really HDR, but check this to not clamp the two merged rays making
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// their values go over 1.0. Can make for some nice effect
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rays = noise(ray1) + (noise(ray2) * ray2_intensity);
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}
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else{
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rays = clamp(noise(ray1) + (noise(ray2) * ray2_intensity), 0., 1.);
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}
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// Fade out edges
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rays *= smoothstep(0.0, falloff, (1.0 - UV.y)); // Bottom
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rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, transformed_uv.x); // Left
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rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, 1.0 - transformed_uv.x); // Right
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// Color to the rays
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vec3 shine = vec3(rays) * color.rgb;
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// Try different blending modes for a nicer effect. "Screen" is included in the code,
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// but take a look at https://godotshaders.com/snippet/blending-modes/ for more.
|
||||
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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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||||
uid://cpaansgv0b4by
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||||
@ -0,0 +1,11 @@
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||||
shader_type canvas_item;
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||||
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||||
uniform sampler2D screenTexture : hint_screen_texture;
|
||||
|
||||
void fragment() {
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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dest_files=["res://.godot/imported/g_f_mark_black.vox-becbf04c3b0d8c776bc770742c056927.mesh"]
|
||||
|
||||
[params]
|
||||
|
||||
Scale=0.02
|
||||
GreedyMeshGenerator=true
|
||||
SnapToGround=false
|
||||
FirstKeyframeOnly=true
|
||||
Binary file not shown.
@ -1,18 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="MagicaVoxel.With.Extensions.To.Mesh"
|
||||
type="Mesh"
|
||||
uid="uid://cqqijelfdb4ao"
|
||||
path="res://.godot/imported/g_f_mark_black_top.vox-d4bfb101171845fbf834b6199085a79b.mesh"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://resource/mesh_level/g_f_mark_black_top.vox"
|
||||
dest_files=["res://.godot/imported/g_f_mark_black_top.vox-d4bfb101171845fbf834b6199085a79b.mesh"]
|
||||
|
||||
[params]
|
||||
|
||||
Scale=0.02
|
||||
GreedyMeshGenerator=true
|
||||
SnapToGround=false
|
||||
FirstKeyframeOnly=true
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue