Overworld Gate object added, visual assetts added, test animation added
This commit is contained in:
19
Zennysoft.Game.Ma/src/vfx/2D_Pixel_In.gdshader
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19
Zennysoft.Game.Ma/src/vfx/2D_Pixel_In.gdshader
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shader_type canvas_item;
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uniform float time:hint_range(0.0, 1.57, 0.001) = 1.0;
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uniform vec2 custom_resolution = vec2(100,100);
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,96.233))) * 43758.5453);
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}
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void fragment()
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{
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vec2 within_texture_pixel=vec2(floor(UV * custom_resolution));
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vec4 color= texture(TEXTURE,UV);
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if(sin(time) > rand(within_texture_pixel))
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COLOR = color;
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else
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COLOR = vec4(0.0,0.0,0.0,0.0);
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}
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1
Zennysoft.Game.Ma/src/vfx/2D_Pixel_In.gdshader.uid
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1
Zennysoft.Game.Ma/src/vfx/2D_Pixel_In.gdshader.uid
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uid://bbagt253uq4mq
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38
Zennysoft.Game.Ma/src/vfx/OnscreenEffect_Mystical.gdshader
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38
Zennysoft.Game.Ma/src/vfx/OnscreenEffect_Mystical.gdshader
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shader_type canvas_item;
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render_mode world_vertex_coords;
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group_uniforms Squiggle;
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/**
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* Noise texture scale
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* By default, the noise texture's size in world coordinates is set by its resolution
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*/
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uniform vec2 scale = vec2(1.0);
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uniform float strength = 1.0;
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/**
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* Number of squiggle frames per second
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*/
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uniform float fps = 6.0;
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uniform sampler2D noise : filter_linear, repeat_enable;
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group_uniforms;
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varying vec4 modulate;
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varying vec2 noise_uv;
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void vertex() {
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modulate = COLOR;
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// Use world coordinates for scale-independent squiggles, offset by position to keep pattern attached to object
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noise_uv = (VERTEX - MODEL_MATRIX[3].xy) / (vec2(textureSize(noise, 0)) * scale);
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}
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// Use irrational constants for unique squiggles every frame
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#define offset_multiplier vec2(PI, E)
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void fragment() {
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vec2 noise_offset = vec2(floor(TIME * fps)) * offset_multiplier;
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float noise_sample = texture(noise, noise_uv + noise_offset).r * 4.0 * PI;
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vec2 direction = vec2(cos(noise_sample), sin(noise_sample));
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vec2 squiggle_uv = UV + direction * strength * 0.005;
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COLOR = texture(TEXTURE, squiggle_uv) * modulate;
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}
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uid://c7vqfctycv1eg
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11
Zennysoft.Game.Ma/src/vfx/VisualShaderTest.tres
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11
Zennysoft.Game.Ma/src/vfx/VisualShaderTest.tres
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[gd_resource type="VisualShader" format=3 uid="uid://ce7t1f7ywglsb"]
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[resource]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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"
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mode = 1
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flags/light_only = false
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BIN
Zennysoft.Game.Ma/src/vfx/manualmessed.png
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BIN
Zennysoft.Game.Ma/src/vfx/manualmessed.png
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Binary file not shown.
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After Width: | Height: | Size: 80 KiB |
34
Zennysoft.Game.Ma/src/vfx/manualmessed.png.import
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Zennysoft.Game.Ma/src/vfx/manualmessed.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b66pc64qac8g7"
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path="res://.godot/imported/manualmessed.png-071e01a678f588204ea954a5ded169d5.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://src/vfx/manualmessed.png"
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dest_files=["res://.godot/imported/manualmessed.png-071e01a678f588204ea954a5ded169d5.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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BIN
Zennysoft.Game.Ma/src/vfx/testpro.png
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BIN
Zennysoft.Game.Ma/src/vfx/testpro.png
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Binary file not shown.
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After Width: | Height: | Size: 1.2 MiB |
34
Zennysoft.Game.Ma/src/vfx/testpro.png.import
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Zennysoft.Game.Ma/src/vfx/testpro.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://wy3dim216kqx"
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path="res://.godot/imported/testpro.png-eb7f36e4299c216e5faff4e26f714759.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://src/vfx/testpro.png"
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dest_files=["res://.godot/imported/testpro.png-eb7f36e4299c216e5faff4e26f714759.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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