fix 受击闪白
parent
91ed36d3be
commit
f24d9f0396
@ -0,0 +1,13 @@
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[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://bkbuvtya3uk3x"]
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[ext_resource type="Shader" path="res://render/shader/effect_slash.gdshader" id="1_igfou"]
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[ext_resource type="Texture2D" uid="uid://dd3e7ol8qa5eq" path="res://render/texture/noise/noise2.png" id="2_hohok"]
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[ext_resource type="Texture2D" uid="uid://cksxjvafx2skm" path="res://render/texture/mask/mask5.png" id="3_mbqrk"]
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[ext_resource type="Texture2D" uid="uid://c4byf37he3mjt" path="res://render/texture/noise/noise1.png" id="4_vjpnf"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_igfou")
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shader_parameter/tex_main = ExtResource("2_hohok")
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shader_parameter/tex_noise = ExtResource("4_vjpnf")
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shader_parameter/tex_mask = ExtResource("3_mbqrk")
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@ -0,0 +1,16 @@
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shader_type spatial;
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render_mode blend_add,unshaded;
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uniform sampler2D tex_noise : source_color;
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uniform sampler2D tex_mask : source_color;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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vec2 uv2 = UV - 1.0 * vec2(mod(TIME, 2.0) - 1.0, 0);
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vec4 col_noise = texture(tex_noise, UV - 0.5 * vec2(mod(TIME, 2.0) - 1.0, 0));
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vec4 col_mask = texture(tex_mask, UV);
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vec4 col_screen = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec4 col = col_screen;
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ALBEDO = col.rgb;
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ALPHA = col_mask.r;
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}
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