Demon Wall Model Changes, Added pulsing to Pipes
This commit is contained in:
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using Chickensoft.AutoInject;
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Introspection;
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using Godot;
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using Godot;
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using System.Linq;
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using System.Linq;
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Zennysoft.Game.Ma/src/enemy/enemy_types/16. demon wall/PIPE.glb
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Zennysoft.Game.Ma/src/enemy/enemy_types/16. demon wall/PIPE.glb
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source_file="res://src/enemy/enemy_types/16. demon wall/concrete_0003_roughness_1k.jpg"
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BIN
Zennysoft.Game.Ma/src/map/assetts/spacestairs.glb
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Zennysoft.Game.Ma/src/map/assetts/spacestairs.glb
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Zennysoft.Game.Ma/src/map/assetts/spacestairs.glb.import
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Zennysoft.Game.Ma/src/map/assetts/spacestairs.glb.import
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import_script/path=""
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gltf/naming_version=1
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gltf/embedded_image_handling=1
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@@ -1,4 +1,4 @@
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using Chickensoft.AutoInject;
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Introspection;
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using Godot;
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using Godot;
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using System.Collections.Immutable;
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using System.Collections.Immutable;
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|||||||
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shader_type spatial;
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||||||
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform ivec2 albedo_texture_size;
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uniform float point_size : hint_range(0.1, 128.0, 0.1);
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uniform float roughness : hint_range(0.0, 1.0);
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uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
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uniform float specular : hint_range(0.0, 1.0, 0.01);
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uniform float metallic : hint_range(0.0, 1.0, 0.01);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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// Controls the frequency of the waves
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uniform float amount : hint_range(0.0, 100.0, 0.01) = 20.0;
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// Controls the overall distortion intensity
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uniform float move = 1.0;
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// Base height of the sinusoidal bands
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uniform float bandsize = 0.1;
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// Speed of wave movement
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uniform float speed = 1.0;
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void vertex() {
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// Center UV to create symmetrical effect
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vec2 uv = UV - 0.5;
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// Adds movement with time
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uv.y += TIME * speed;
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// Calculates animated sinusoidal value
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float wave = sin(uv.y * amount) + bandsize;
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// Applies distortion along the sphere normal
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VERTEX += NORMAL * wave * move;
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}
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void fragment() {
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// Center UV to keep the same pattern as vertex shader
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vec2 uv = UV - 0.5;
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||||||
|
// Animates the waves on the Y axis
|
||||||
|
uv.y += TIME * speed;
|
||||||
|
|
||||||
|
// Creates the same sinusoidal function to draw the pattern
|
||||||
|
float wave = sin(uv.y * amount) + bandsize;
|
||||||
|
|
||||||
|
// Sets the band color based on the sinusoidal value
|
||||||
|
ALBEDO = vec3(wave);
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cntrajooialrn
|
||||||
69
Zennysoft.Game.Ma/src/map/map shaders/fancy Glass.gdshader
Normal file
69
Zennysoft.Game.Ma/src/map/map shaders/fancy Glass.gdshader
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
shader_type spatial;
|
||||||
|
render_mode diffuse_burley, specular_schlick_ggx, blend_mix, depth_draw_always, cull_disabled;
|
||||||
|
|
||||||
|
group_uniforms albedo;
|
||||||
|
uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 0.0);
|
||||||
|
uniform sampler2D albedo_texture : source_color, hint_default_white;
|
||||||
|
|
||||||
|
group_uniforms roughness;
|
||||||
|
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
|
||||||
|
uniform sampler2D roughness_texture : hint_roughness_r;
|
||||||
|
|
||||||
|
group_uniforms refraction;
|
||||||
|
uniform float refraction : hint_range(-16,16) = 0.5;
|
||||||
|
uniform sampler2D texture_refraction : filter_linear_mipmap,repeat_enable;
|
||||||
|
uniform vec4 refraction_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
|
||||||
|
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;
|
||||||
|
|
||||||
|
group_uniforms normal;
|
||||||
|
uniform float normal_strength : hint_range(-16.0, 16.0) = 0.0;
|
||||||
|
uniform sampler2D normal_map : hint_normal;
|
||||||
|
|
||||||
|
group_uniforms misc;
|
||||||
|
uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
uniform float surface_contribution = 0.2;
|
||||||
|
uniform float specular_contribution = 0.2;
|
||||||
|
uniform float refraction_contribution = 1.0;
|
||||||
|
|
||||||
|
group_uniforms uv;
|
||||||
|
uniform vec3 uv1_scale = vec3(1.0);
|
||||||
|
uniform vec3 uv1_offset = vec3(0.0);
|
||||||
|
|
||||||
|
float SchlickFresnel(float u) {
|
||||||
|
float m = 1.0 - u;
|
||||||
|
float m2 = m * m;
|
||||||
|
return m2 * m2 * m;
|
||||||
|
}
|
||||||
|
|
||||||
|
void vertex() {
|
||||||
|
UV=UV*uv1_scale.xy+uv1_offset.xy;
|
||||||
|
}
|
||||||
|
|
||||||
|
void fragment() {
|
||||||
|
NORMAL_MAP = texture(normal_map, UV).xyz;
|
||||||
|
NORMAL_MAP_DEPTH = normal_strength;
|
||||||
|
|
||||||
|
float VdotN = dot(VIEW, NORMAL);
|
||||||
|
float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
|
||||||
|
|
||||||
|
vec4 albedo_mix = texture(albedo_texture, UV) * albedo;
|
||||||
|
float roughness_mix = texture(roughness_texture, UV).r * roughness;
|
||||||
|
|
||||||
|
float a = mix(0.001, 1.0, albedo_mix.a);
|
||||||
|
float a_factor_0 = mix(fresnel * edge_color.a, 1.0, a);
|
||||||
|
float a_factor_1 = 0.5 * sqrt(a);
|
||||||
|
float a_factor_2 = a_factor_0 + a_factor_1;
|
||||||
|
|
||||||
|
ALBEDO = mix(edge_color.rgb * edge_color.a, albedo_mix.rgb * surface_contribution, a);
|
||||||
|
ROUGHNESS = roughness_mix;
|
||||||
|
SPECULAR = 0.5 * inversesqrt(specular_contribution);
|
||||||
|
|
||||||
|
vec3 unpacked_normal = NORMAL_MAP;
|
||||||
|
unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
|
||||||
|
unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
|
||||||
|
vec3 ref_normal = normalize(mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH));
|
||||||
|
vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, UV),refraction_texture_channel) * refraction;
|
||||||
|
float ref_amount = 1.0 - albedo_mix.a;
|
||||||
|
EMISSION += (textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE * mix(vec3(mix(0.02, 0.1, a)), albedo_mix.rgb*refraction_contribution, a))/a_factor_2;
|
||||||
|
ALBEDO *= 1.0 - ref_amount;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://da3lre4umhlr7
|
||||||
Reference in New Issue
Block a user