4:3 Graphics Added, more of endgame finalized
509
Zennysoft.Game.Ma/src/map/dungeon/floors/EX/Cellular.tscn
Normal file
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||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=0
|
||||||
@@ -0,0 +1,56 @@
|
|||||||
|
shader_type spatial;
|
||||||
|
render_mode unshaded, fog_disabled;
|
||||||
|
|
||||||
|
// Noise textures for bubble field and haze effect
|
||||||
|
group_uniforms noise_textures;
|
||||||
|
uniform sampler2D displacement_noise_texture: source_color;
|
||||||
|
uniform sampler2D panning_noise_texture: source_color;
|
||||||
|
uniform sampler2D haze_noise_texture: source_color;
|
||||||
|
// For adding a distortion effect of everything inside of the bubble field (screen space)
|
||||||
|
uniform sampler2D SCREENTEXTURE: hint_screen_texture,repeat_disable,filter_linear_mipmap;
|
||||||
|
|
||||||
|
// Colours for the bubble field
|
||||||
|
group_uniforms colours;
|
||||||
|
uniform vec4 base_colour: source_color = vec4(0.14, 0.21, 0.57, 1.0);
|
||||||
|
uniform vec4 secondary_colour: source_color = vec4(0.53, 0.68, 1.0, 1.0);
|
||||||
|
|
||||||
|
// Adjustments for the distortion and displacement effects
|
||||||
|
group_uniforms adjustments;
|
||||||
|
// For adding wobble to field
|
||||||
|
uniform float displacement_amount: hint_range(0.0, 1.0, 0.05) = 0.15;
|
||||||
|
uniform float displacement_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
|
||||||
|
uniform float distortion_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
|
||||||
|
|
||||||
|
|
||||||
|
// Fresnel function to slightly highlight edges of the field
|
||||||
|
float fresnel(float amount, vec3 normal, vec3 view)
|
||||||
|
{
|
||||||
|
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void vertex() {
|
||||||
|
// This adds a wobble to the bubble/forcefield
|
||||||
|
float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
|
||||||
|
vec3 displacement = NORMAL * noise_val * displacement_amount;
|
||||||
|
VERTEX += displacement;
|
||||||
|
}
|
||||||
|
|
||||||
|
void fragment() {
|
||||||
|
// Set up force field colour, using noise texture to mix the two
|
||||||
|
vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
|
||||||
|
float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
|
||||||
|
vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
|
||||||
|
|
||||||
|
// Adding haze
|
||||||
|
// Create a distortion offset for the getting screen UV
|
||||||
|
float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
|
||||||
|
vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
|
||||||
|
|
||||||
|
// Add fresnel
|
||||||
|
float fresn = fresnel(5.0, NORMAL, VIEW);
|
||||||
|
|
||||||
|
ALBEDO = final_colour + distored_screen + fresn;
|
||||||
|
ALPHA = 0.3;
|
||||||
|
EMISSION = final_colour + fresn;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bb60ikgx71jat
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
shader_type spatial;
|
||||||
|
render_mode blend_mix,
|
||||||
|
cull_disabled,
|
||||||
|
depth_prepass_alpha,
|
||||||
|
shadows_disabled,
|
||||||
|
specular_disabled,
|
||||||
|
vertex_lighting;
|
||||||
|
|
||||||
|
uniform float warp_strength : hint_range(0.0, 1.0) = 0.0;
|
||||||
|
uniform float warp_speed : hint_range(0.0, 10.0) = 1.0;
|
||||||
|
uniform sampler2D albedo : source_color, filter_nearest;
|
||||||
|
uniform float alpha_scissor : hint_range(0, 1) = 0.5;
|
||||||
|
|
||||||
|
void fragment()
|
||||||
|
{
|
||||||
|
vec2 uv = UV;
|
||||||
|
|
||||||
|
uv.x += sin(TIME * warp_speed + uv.y * 10.0) * warp_strength;
|
||||||
|
uv.y += cos(TIME * warp_speed + uv.x * 10.0) * warp_strength;
|
||||||
|
|
||||||
|
|
||||||
|
vec4 texture_color = texture(albedo, uv);
|
||||||
|
|
||||||
|
|
||||||
|
ALBEDO = texture_color.rgb;
|
||||||
|
ALPHA = texture_color.a;
|
||||||
|
ALPHA_SCISSOR_THRESHOLD = alpha_scissor;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bj3kkjiwqddu4
|
||||||
115
Zennysoft.Game.Ma/src/map/map shaders/Cellular.gdshader
Normal file
@@ -0,0 +1,115 @@
|
|||||||
|
shader_type spatial;
|
||||||
|
render_mode depth_draw_always, blend_mix;
|
||||||
|
|
||||||
|
uniform vec4 main_color : source_color;
|
||||||
|
uniform sampler2D noise_texture : source_color;
|
||||||
|
uniform vec4 emission : source_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
uniform float emission_energy = 1.0;
|
||||||
|
uniform float scroll_speed = 1.0;
|
||||||
|
|
||||||
|
uniform float alpha_threshold = 0.0;
|
||||||
|
uniform bool use_threshold = false;
|
||||||
|
uniform bool invert_boost_direction = false;
|
||||||
|
|
||||||
|
uniform bool fade_emission = true;
|
||||||
|
|
||||||
|
/*
|
||||||
|
fade_mode:
|
||||||
|
0 = Cylinder end fade (independent top/bottom)
|
||||||
|
1 = Box edge fade (independent -X/+X/-Z/+Z)
|
||||||
|
*/
|
||||||
|
uniform int fade_mode = 0;
|
||||||
|
|
||||||
|
/* Feathering in local units */
|
||||||
|
uniform float fade_softness : hint_range(0.0001, 1.0) = 0.02;
|
||||||
|
|
||||||
|
/* =========================
|
||||||
|
CYLINDER (local units)
|
||||||
|
=========================
|
||||||
|
For your cylinder height = 0.4 -> half height = 0.2
|
||||||
|
*/
|
||||||
|
uniform float cylinder_half_height : hint_range(0.0, 100.0) = 0.2;
|
||||||
|
|
||||||
|
/* Independent end fade depths (how far it fades inward from each end) */
|
||||||
|
uniform float cylinder_fade_bottom : hint_range(0.0, 10.0) = 0.10; // y = -half_height
|
||||||
|
uniform float cylinder_fade_top : hint_range(0.0, 10.0) = 0.05; // y = +half_height
|
||||||
|
|
||||||
|
/* =========================
|
||||||
|
BOX (local units)
|
||||||
|
=========================
|
||||||
|
For size (1, 0.01, 1) -> half extents (0.5, 0.005, 0.5)
|
||||||
|
*/
|
||||||
|
uniform vec3 box_half_extents = vec3(0.5, 0.005, 0.5);
|
||||||
|
|
||||||
|
/* Independent side fades */
|
||||||
|
uniform float box_fade_x_neg : hint_range(0.0, 1.0) = 0.12; // left (-X)
|
||||||
|
uniform float box_fade_x_pos : hint_range(0.0, 1.0) = 0.12; // right (+X)
|
||||||
|
uniform float box_fade_z_neg : hint_range(0.0, 1.0) = 0.12; // back (-Z)
|
||||||
|
uniform float box_fade_z_pos : hint_range(0.0, 1.0) = 0.12; // front (+Z)
|
||||||
|
|
||||||
|
/* (Optional) if you ever want thickness/top/bottom fades, enable later:
|
||||||
|
uniform float box_fade_y_neg : hint_range(0.0, 1.0) = 0.0;
|
||||||
|
uniform float box_fade_y_pos : hint_range(0.0, 1.0) = 0.0;
|
||||||
|
*/
|
||||||
|
|
||||||
|
varying vec3 v_local_pos;
|
||||||
|
|
||||||
|
void vertex() {
|
||||||
|
v_local_pos = VERTEX; // local/object space
|
||||||
|
}
|
||||||
|
|
||||||
|
float soft_edge(float dist_to_edge, float depth, float softness) {
|
||||||
|
if (depth <= 0.0) return 1.0;
|
||||||
|
float s = max(softness, 1e-6);
|
||||||
|
return smoothstep(0.0, depth + s, dist_to_edge);
|
||||||
|
}
|
||||||
|
|
||||||
|
void fragment() {
|
||||||
|
// Noise scroll (UV only for sampling; fade uses local position)
|
||||||
|
vec2 moving_uv = UV;
|
||||||
|
if (invert_boost_direction) moving_uv.y += TIME * scroll_speed;
|
||||||
|
else moving_uv.y -= TIME * scroll_speed;
|
||||||
|
|
||||||
|
vec4 n = texture(noise_texture, moving_uv);
|
||||||
|
float noise_value = n.r;
|
||||||
|
|
||||||
|
float fade_mask = 1.0;
|
||||||
|
|
||||||
|
if (fade_mode == 0) {
|
||||||
|
// ===== Cylinder independent ends =====
|
||||||
|
// dist from bottom end plane (y = -half_height), increasing inward
|
||||||
|
float dist_bottom = (v_local_pos.y + cylinder_half_height);
|
||||||
|
// dist from top end plane (y = +half_height), increasing inward
|
||||||
|
float dist_top = (cylinder_half_height - v_local_pos.y);
|
||||||
|
|
||||||
|
float fb = soft_edge(dist_bottom, cylinder_fade_bottom, fade_softness);
|
||||||
|
float ft = soft_edge(dist_top, cylinder_fade_top, fade_softness);
|
||||||
|
|
||||||
|
fade_mask = fb * ft;
|
||||||
|
|
||||||
|
} else {
|
||||||
|
// ===== Box independent sides (-X/+X/-Z/+Z) =====
|
||||||
|
float dist_x_neg = (v_local_pos.x + box_half_extents.x); // from -X side
|
||||||
|
float dist_x_pos = (box_half_extents.x - v_local_pos.x); // from +X side
|
||||||
|
float dist_z_neg = (v_local_pos.z + box_half_extents.z); // from -Z side
|
||||||
|
float dist_z_pos = (box_half_extents.z - v_local_pos.z); // from +Z side
|
||||||
|
|
||||||
|
float fxn = soft_edge(dist_x_neg, box_fade_x_neg, fade_softness);
|
||||||
|
float fxp = soft_edge(dist_x_pos, box_fade_x_pos, fade_softness);
|
||||||
|
float fzn = soft_edge(dist_z_neg, box_fade_z_neg, fade_softness);
|
||||||
|
float fzp = soft_edge(dist_z_pos, box_fade_z_pos, fade_softness);
|
||||||
|
|
||||||
|
fade_mask = fxn * fxp * fzn * fzp;
|
||||||
|
}
|
||||||
|
|
||||||
|
ALBEDO = main_color.rgb;
|
||||||
|
|
||||||
|
vec3 emiss = emission.rgb * emission_energy * n.rgb;
|
||||||
|
if (fade_emission) emiss *= fade_mask;
|
||||||
|
EMISSION = emiss;
|
||||||
|
|
||||||
|
float alpha = main_color.a * noise_value * fade_mask;
|
||||||
|
|
||||||
|
if (use_threshold && alpha < alpha_threshold) discard;
|
||||||
|
else ALPHA = alpha;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://c31gb3cnaiu5y
|
||||||
56
Zennysoft.Game.Ma/src/map/map shaders/Cellular3.gdshader
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
shader_type spatial;
|
||||||
|
render_mode unshaded, fog_disabled;
|
||||||
|
|
||||||
|
// Noise textures for bubble field and haze effect
|
||||||
|
group_uniforms noise_textures;
|
||||||
|
uniform sampler2D displacement_noise_texture: source_color;
|
||||||
|
uniform sampler2D panning_noise_texture: source_color;
|
||||||
|
uniform sampler2D haze_noise_texture: source_color;
|
||||||
|
// For adding a distortion effect of everything inside of the bubble field (screen space)
|
||||||
|
uniform sampler2D SCREENTEXTURE: hint_screen_texture,repeat_disable,filter_linear_mipmap;
|
||||||
|
|
||||||
|
// Colours for the bubble field
|
||||||
|
group_uniforms colours;
|
||||||
|
uniform vec4 base_colour: source_color = vec4(0.14, 0.21, 0.57, 1.0);
|
||||||
|
uniform vec4 secondary_colour: source_color = vec4(0.53, 0.68, 1.0, 1.0);
|
||||||
|
|
||||||
|
// Adjustments for the distortion and displacement effects
|
||||||
|
group_uniforms adjustments;
|
||||||
|
// For adding wobble to field
|
||||||
|
uniform float displacement_amount: hint_range(0.0, 1.0, 0.05) = 0.15;
|
||||||
|
uniform float displacement_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
|
||||||
|
uniform float distortion_speed: hint_range(0.0, 1.0, 0.1) = 0.1;
|
||||||
|
|
||||||
|
|
||||||
|
// Fresnel function to slightly highlight edges of the field
|
||||||
|
float fresnel(float amount, vec3 normal, vec3 view)
|
||||||
|
{
|
||||||
|
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void vertex() {
|
||||||
|
// This adds a wobble to the bubble/forcefield
|
||||||
|
float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
|
||||||
|
vec3 displacement = NORMAL * noise_val * displacement_amount;
|
||||||
|
VERTEX += displacement;
|
||||||
|
}
|
||||||
|
|
||||||
|
void fragment() {
|
||||||
|
// Set up force field colour, using noise texture to mix the two
|
||||||
|
vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
|
||||||
|
float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
|
||||||
|
vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
|
||||||
|
|
||||||
|
// Adding haze
|
||||||
|
// Create a distortion offset for the getting screen UV
|
||||||
|
float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
|
||||||
|
vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
|
||||||
|
|
||||||
|
// Add fresnel
|
||||||
|
float fresn = fresnel(5.0, NORMAL, VIEW);
|
||||||
|
|
||||||
|
ALBEDO = final_colour + distored_screen + fresn;
|
||||||
|
ALPHA = 0.3;
|
||||||
|
EMISSION = final_colour + fresn;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bkyh3jxc2auee
|
||||||
56
Zennysoft.Game.Ma/src/map/map shaders/SPHERE WALL.gdshader
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
shader_type spatial;
|
||||||
|
render_mode unshaded, fog_disabled;
|
||||||
|
|
||||||
|
// Noise textures for bubble field and haze effect
|
||||||
|
group_uniforms noise_textures;
|
||||||
|
uniform sampler2D displacement_noise_texture: source_color;
|
||||||
|
uniform sampler2D panning_noise_texture: source_color;
|
||||||
|
uniform sampler2D haze_noise_texture: source_color;
|
||||||
|
// For adding a distortion effect of everything inside of the bubble field (screen space)
|
||||||
|
uniform sampler2D SCREENTEXTURE: hint_screen_texture,repeat_disable,filter_linear_mipmap;
|
||||||
|
|
||||||
|
// Colours for the bubble field
|
||||||
|
group_uniforms colours;
|
||||||
|
uniform vec4 base_colour: source_color = vec4(0.14, 0.21, 0.57, 1.0);
|
||||||
|
uniform vec4 secondary_colour: source_color = vec4(0.53, 0.68, 1.0, 1.0);
|
||||||
|
|
||||||
|
// Adjustments for the distortion and displacement effects
|
||||||
|
group_uniforms adjustments;
|
||||||
|
// For adding wobble to field
|
||||||
|
uniform float displacement_amount: hint_range(0.0, 1.0, 0.05) = 0.05;
|
||||||
|
uniform float displacement_speed: hint_range(0.0, 1.0, 0.1) = 0.05;
|
||||||
|
uniform float distortion_speed: hint_range(0.0, 1.0, 0.1) = 0.05;
|
||||||
|
|
||||||
|
|
||||||
|
// Fresnel function to slightly highlight edges of the field
|
||||||
|
float fresnel(float amount, vec3 normal, vec3 view)
|
||||||
|
{
|
||||||
|
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void vertex() {
|
||||||
|
// This adds a wobble to the bubble/forcefield
|
||||||
|
float noise_val = texture(displacement_noise_texture, UV + (TIME * displacement_speed)).r;
|
||||||
|
vec3 displacement = NORMAL * noise_val * displacement_amount;
|
||||||
|
VERTEX += displacement;
|
||||||
|
}
|
||||||
|
|
||||||
|
void fragment() {
|
||||||
|
// Set up force field colour, using noise texture to mix the two
|
||||||
|
vec2 noise_panning = vec2(-0.1, 0.0) * TIME + UV; // Vec2 controls panning direction and speed
|
||||||
|
float mix_value = texture(panning_noise_texture, noise_panning).r; // Mix colours based on noise texture
|
||||||
|
vec3 final_colour = mix(base_colour.rgb, secondary_colour.rgb, mix_value);
|
||||||
|
|
||||||
|
// Adding haze
|
||||||
|
// Create a distortion offset for the getting screen UV
|
||||||
|
float noise = texture(haze_noise_texture, UV + TIME * distortion_speed).r * 2.0;
|
||||||
|
vec3 distored_screen = texture(SCREENTEXTURE, SCREEN_UV + noise * 0.01).rgb;
|
||||||
|
|
||||||
|
// Add fresnel
|
||||||
|
float fresn = fresnel(5.0, NORMAL, VIEW);
|
||||||
|
|
||||||
|
ALBEDO = final_colour + distored_screen + fresn;
|
||||||
|
ALPHA = 0.2;
|
||||||
|
EMISSION = final_colour + fresn;
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bxxkqxsh4j2gh
|
||||||
BIN
Zennysoft.Game.Ma/src/ui/gallery/4x3Gallery.png
Normal file
|
After Width: | Height: | Size: 2.0 MiB |
35
Zennysoft.Game.Ma/src/ui/gallery/4x3Gallery.png.import
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://xkc7jal2cw8y"
|
||||||
|
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process/size_limit=0
|
||||||
|
detect_3d/compress_to=0
|
||||||