B1,B2,Altar Sky Shaders, HorseHead/Ox Light Removal

This commit is contained in:
Pal
2025-09-10 18:29:23 -07:00
parent 908202d855
commit 9867734d0d
39 changed files with 778 additions and 2097 deletions

View File

@@ -15,7 +15,6 @@ albedo_texture = ExtResource("1_vv6g0")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hbmlb"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hbmlb"]
resource_name = "Material.004" resource_name = "Material.004"
cull_mode = 2 cull_mode = 2
shading_mode = 0
albedo_color = Color(0.906414, 0.0490838, 0, 1) albedo_color = Color(0.906414, 0.0490838, 0, 1)
[sub_resource type="ArrayMesh" id="ArrayMesh_6e63x"] [sub_resource type="ArrayMesh" id="ArrayMesh_6e63x"]
@@ -950,7 +949,7 @@ bones/0/name = "spine1"
bones/0/parent = -1 bones/0/parent = -1
bones/0/rest = Transform3D(1.49012e-06, 0.00846654, -0.999964, 2.93367e-08, 0.999964, 0.00846654, 1, -4.23752e-08, 1.49012e-06, 0.000155807, -0.00105953, -2.01735) bones/0/rest = Transform3D(1.49012e-06, 0.00846654, -0.999964, 2.93367e-08, 0.999964, 0.00846654, 1, -4.23752e-08, 1.49012e-06, 0.000155807, -0.00105953, -2.01735)
bones/0/enabled = true bones/0/enabled = true
bones/0/position = Vector3(0.0996386, -0.430312, -1.53144) bones/0/position = Vector3(0.0996386, -0.419385, -1.53144)
bones/0/rotation = Quaternion(0.0256267, -0.805691, 0.0118477, 0.591662) bones/0/rotation = Quaternion(0.0256267, -0.805691, 0.0118477, 0.591662)
bones/0/scale = Vector3(1, 1, 1) bones/0/scale = Vector3(1, 1, 1)
bones/1/name = "spine0" bones/1/name = "spine0"
@@ -979,7 +978,7 @@ bones/4/parent = 3
bones/4/rest = Transform3D(0.901905, -0.410135, 0.135488, 0.412416, 0.910915, 0.0120912, -0.128377, 0.0449723, 0.990705, 2.5332e-07, 0.990515, -7.07805e-08) bones/4/rest = Transform3D(0.901905, -0.410135, 0.135488, 0.412416, 0.910915, 0.0120912, -0.128377, 0.0449723, 0.990705, 2.5332e-07, 0.990515, -7.07805e-08)
bones/4/enabled = true bones/4/enabled = true
bones/4/position = Vector3(2.5332e-07, 0.990515, -7.07805e-08) bones/4/position = Vector3(2.5332e-07, 0.990515, -7.07805e-08)
bones/4/rotation = Quaternion(-0.00597367, 0.059292, 0.184065, 0.981106) bones/4/rotation = Quaternion(-0.00497051, 0.0598761, 0.185939, 0.980723)
bones/4/scale = Vector3(1, 1, 1) bones/4/scale = Vector3(1, 1, 1)
bones/5/name = "neck4" bones/5/name = "neck4"
bones/5/parent = 4 bones/5/parent = 4
@@ -993,7 +992,7 @@ bones/6/parent = 5
bones/6/rest = Transform3D(0.0598389, 0.98531, 0.15995, -0.975271, 0.0235553, 0.219755, 0.212759, -0.169144, 0.962353, 3.65078e-07, 1.40318, 0) bones/6/rest = Transform3D(0.0598389, 0.98531, 0.15995, -0.975271, 0.0235553, 0.219755, 0.212759, -0.169144, 0.962353, 3.65078e-07, 1.40318, 0)
bones/6/enabled = true bones/6/enabled = true
bones/6/position = Vector3(3.65078e-07, 1.40318, 0) bones/6/position = Vector3(3.65078e-07, 1.40318, 0)
bones/6/rotation = Quaternion(-0.327609, 0.0506366, -0.451362, 0.828481) bones/6/rotation = Quaternion(-0.32876, 0.0507484, -0.454554, 0.82627)
bones/6/scale = Vector3(1, 1, 1) bones/6/scale = Vector3(1, 1, 1)
bones/7/name = "Bone.007" bones/7/name = "Bone.007"
bones/7/parent = 6 bones/7/parent = 6
@@ -1028,7 +1027,7 @@ bones/11/parent = 1
bones/11/rest = Transform3D(0.981457, 0.0769315, -0.175568, 0.18837, -0.217537, 0.957703, 0.035485, -0.973015, -0.227995, -1.09896e-07, 3.84743, -2.10479e-07) bones/11/rest = Transform3D(0.981457, 0.0769315, -0.175568, 0.18837, -0.217537, 0.957703, 0.035485, -0.973015, -0.227995, -1.09896e-07, 3.84743, -2.10479e-07)
bones/11/enabled = true bones/11/enabled = true
bones/11/position = Vector3(-1.09896e-07, 3.84743, -2.10479e-07) bones/11/position = Vector3(-1.09896e-07, 3.84743, -2.10479e-07)
bones/11/rotation = Quaternion(-0.814088, -0.0947363, -0.0238342, 0.572467) bones/11/rotation = Quaternion(-0.813642, -0.0938833, -0.0238148, 0.573242)
bones/11/scale = Vector3(1, 1, 1) bones/11/scale = Vector3(1, 1, 1)
bones/12/name = "arm2_L" bones/12/name = "arm2_L"
bones/12/parent = 11 bones/12/parent = 11
@@ -1055,7 +1054,7 @@ bones/15/name = "arm1_R"
bones/15/parent = 1 bones/15/parent = 1
bones/15/rest = Transform3D(-0.98213, 0.0512573, -0.181089, -0.187541, -0.185921, 0.964501, 0.0157694, 0.981227, 0.192212, 0.00107862, 3.8461, -0.0821097) bones/15/rest = Transform3D(-0.98213, 0.0512573, -0.181089, -0.187541, -0.185921, 0.964501, 0.0157694, 0.981227, 0.192212, 0.00107862, 3.8461, -0.0821097)
bones/15/enabled = true bones/15/enabled = true
bones/15/position = Vector3(-0.169637, 3.39742, 0.123443) bones/15/position = Vector3(-0.172026, 3.4158, 0.119968)
bones/15/rotation = Quaternion(-0.502686, 0.531044, 0.680821, -0.0422068) bones/15/rotation = Quaternion(-0.502686, 0.531044, 0.680821, -0.0422068)
bones/15/scale = Vector3(1, 1, 1) bones/15/scale = Vector3(1, 1, 1)
bones/16/name = "arm2_R" bones/16/name = "arm2_R"
@@ -1070,7 +1069,7 @@ bones/17/parent = 16
bones/17/rest = Transform3D(0.998789, 0.0488077, -0.00615137, -0.0491113, 0.996528, -0.0672226, 0.00284903, 0.0674433, 0.997719, -5.21541e-08, 3.04263, -1.31503e-06) bones/17/rest = Transform3D(0.998789, 0.0488077, -0.00615137, -0.0491113, 0.996528, -0.0672226, 0.00284903, 0.0674433, 0.997719, -5.21541e-08, 3.04263, -1.31503e-06)
bones/17/enabled = true bones/17/enabled = true
bones/17/position = Vector3(-5.21541e-08, 3.04263, -1.31503e-06) bones/17/position = Vector3(-5.21541e-08, 3.04263, -1.31503e-06)
bones/17/rotation = Quaternion(-0.0088418, 0.0960679, 0.277802, 0.955782) bones/17/rotation = Quaternion(-0.0115315, 0.0961663, 0.276882, 0.95601)
bones/17/scale = Vector3(1, 1, 1) bones/17/scale = Vector3(1, 1, 1)
bones/18/name = "hand_R" bones/18/name = "hand_R"
bones/18/parent = 17 bones/18/parent = 17
@@ -1083,7 +1082,7 @@ bones/19/name = "hip_L"
bones/19/parent = -1 bones/19/parent = -1
bones/19/rest = Transform3D(0.138486, 0.897208, 0.419333, -0.129033, -0.403458, 0.905854, 0.981923, -0.179556, 0.059896, 0.000155807, -0.00105953, -2.01735) bones/19/rest = Transform3D(0.138486, 0.897208, 0.419333, -0.129033, -0.403458, 0.905854, 0.981923, -0.179556, 0.059896, 0.000155807, -0.00105953, -2.01735)
bones/19/enabled = true bones/19/enabled = true
bones/19/position = Vector3(0.147751, -0.369528, -1.49267) bones/19/position = Vector3(0.147751, -0.363205, -1.49267)
bones/19/rotation = Quaternion(0.427793, 0.34021, 0.687061, -0.478745) bones/19/rotation = Quaternion(0.427793, 0.34021, 0.687061, -0.478745)
bones/19/scale = Vector3(1, 1, 1) bones/19/scale = Vector3(1, 1, 1)
bones/20/name = "leg1_L" bones/20/name = "leg1_L"
@@ -1091,14 +1090,14 @@ bones/20/parent = 19
bones/20/rest = Transform3D(0.945603, 0.113405, 0.304916, -0.324072, 0.410457, 0.852351, -0.0284943, -0.9048, 0.424881, 2.08616e-07, 2.00996, -7.1153e-07) bones/20/rest = Transform3D(0.945603, 0.113405, 0.304916, -0.324072, 0.410457, 0.852351, -0.0284943, -0.9048, 0.424881, 2.08616e-07, 2.00996, -7.1153e-07)
bones/20/enabled = true bones/20/enabled = true
bones/20/position = Vector3(2.08616e-07, 2.00996, -7.1153e-07) bones/20/position = Vector3(2.08616e-07, 2.00996, -7.1153e-07)
bones/20/rotation = Quaternion(-0.433523, -0.330565, -0.375893, 0.749326) bones/20/rotation = Quaternion(-0.434001, -0.329977, -0.375171, 0.74967)
bones/20/scale = Vector3(1, 1, 1) bones/20/scale = Vector3(1, 1, 1)
bones/21/name = "leg2_L" bones/21/name = "leg2_L"
bones/21/parent = 20 bones/21/parent = 20
bones/21/rest = Transform3D(0.990336, -0.138679, 0.00180777, 0.138628, 0.990193, 0.0173138, -0.00419111, -0.0168959, 0.999848, 5.96046e-08, 5.85994, -5.23403e-07) bones/21/rest = Transform3D(0.990336, -0.138679, 0.00180777, 0.138628, 0.990193, 0.0173138, -0.00419111, -0.0168959, 0.999848, 5.96046e-08, 5.85994, -5.23403e-07)
bones/21/enabled = true bones/21/enabled = true
bones/21/position = Vector3(5.96046e-08, 5.85994, -5.23403e-07) bones/21/position = Vector3(5.96046e-08, 5.85994, -5.23403e-07)
bones/21/rotation = Quaternion(-0.0494072, 0.00187672, 0.395211, 0.917259) bones/21/rotation = Quaternion(-0.0493011, 0.00187748, 0.394362, 0.91763)
bones/21/scale = Vector3(1, 1, 1) bones/21/scale = Vector3(1, 1, 1)
bones/22/name = "foot1_L" bones/22/name = "foot1_L"
bones/22/parent = 21 bones/22/parent = 21
@@ -1132,7 +1131,7 @@ bones/26/name = "hip_R"
bones/26/parent = -1 bones/26/parent = -1
bones/26/rest = Transform3D(0.138486, -0.897208, -0.419333, 0.129033, -0.403458, 0.905854, -0.981923, -0.179556, 0.059896, -0.000155807, -0.00105953, -2.01735) bones/26/rest = Transform3D(0.138486, -0.897208, -0.419333, 0.129033, -0.403458, 0.905854, -0.981923, -0.179556, 0.059896, -0.000155807, -0.00105953, -2.01735)
bones/26/enabled = true bones/26/enabled = true
bones/26/position = Vector3(0.0289172, -0.35631, -1.59603) bones/26/position = Vector3(0.0289172, -0.352094, -1.59603)
bones/26/rotation = Quaternion(0.695067, -0.09936, -0.377924, -0.603475) bones/26/rotation = Quaternion(0.695067, -0.09936, -0.377924, -0.603475)
bones/26/scale = Vector3(1, 1, 1) bones/26/scale = Vector3(1, 1, 1)
bones/27/name = "leg1_R" bones/27/name = "leg1_R"
@@ -1140,14 +1139,14 @@ bones/27/parent = 26
bones/27/rest = Transform3D(0.945603, -0.113405, -0.304916, 0.324072, 0.410457, 0.852351, 0.0284943, -0.9048, 0.424881, -9.54606e-09, 2.00996, -3.52971e-07) bones/27/rest = Transform3D(0.945603, -0.113405, -0.304916, 0.324072, 0.410457, 0.852351, 0.0284943, -0.9048, 0.424881, -9.54606e-09, 2.00996, -3.52971e-07)
bones/27/enabled = true bones/27/enabled = true
bones/27/position = Vector3(-9.54606e-09, 2.00996, -3.52971e-07) bones/27/position = Vector3(-9.54606e-09, 2.00996, -3.52971e-07)
bones/27/rotation = Quaternion(-0.311638, 0.178293, 0.184304, 0.914946) bones/27/rotation = Quaternion(-0.312319, 0.177803, 0.184263, 0.914817)
bones/27/scale = Vector3(1, 1, 1) bones/27/scale = Vector3(1, 1, 1)
bones/28/name = "leg2_R" bones/28/name = "leg2_R"
bones/28/parent = 27 bones/28/parent = 27
bones/28/rest = Transform3D(0.990336, 0.138679, -0.00180777, -0.138628, 0.990193, 0.0173138, 0.00419111, -0.0168959, 0.999848, 4.51691e-08, 5.85994, -3.72529e-09) bones/28/rest = Transform3D(0.990336, 0.138679, -0.00180777, -0.138628, 0.990193, 0.0173138, 0.00419111, -0.0168959, 0.999848, 4.51691e-08, 5.85994, -3.72529e-09)
bones/28/enabled = true bones/28/enabled = true
bones/28/position = Vector3(4.51691e-08, 5.85994, -3.72529e-09) bones/28/position = Vector3(4.51691e-08, 5.85994, -3.72529e-09)
bones/28/rotation = Quaternion(-0.278422, 0.0201311, -0.181667, 0.942907) bones/28/rotation = Quaternion(-0.277712, 0.0201374, -0.181203, 0.943205)
bones/28/scale = Vector3(1, 1, 1) bones/28/scale = Vector3(1, 1, 1)
bones/29/name = "foot1_R" bones/29/name = "foot1_R"
bones/29/parent = 28 bones/29/parent = 28
@@ -1184,17 +1183,10 @@ mesh = SubResource("ArrayMesh_6e63x")
skin = SubResource("Skin_yvw71") skin = SubResource("Skin_yvw71")
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"] [node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"]
transform = Transform3D(-0.370165, -0.13327, -0.919357, -0.302914, -0.918249, 0.255073, -0.878192, 0.372905, 0.299534, -2.00357, 8.72206, 6.32705) transform = Transform3D(-0.370164, -0.13327, -0.919357, -0.299728, -0.919595, 0.253985, -0.879285, 0.369573, 0.300456, -2.00357, 8.72687, 6.31395)
bone_name = "TOP OF SKULL" bone_name = "TOP OF SKULL"
bone_idx = 8 bone_idx = 8
[node name="OmniLight3D" type="OmniLight3D" parent="Armature/Skeleton3D/BoneAttachment3D"]
transform = Transform3D(0.998452, 0.0551334, -0.00736901, -0.0549564, 0.998238, 0.0223826, 0.00859013, -0.0219431, 0.999722, 0.583, 1.054, -0.174)
light_color = Color(0, 0.584314, 0.317647, 1)
light_energy = 1.442
omni_range = 3.003
omni_attenuation = -3.04
[node name="Hitbox" type="Area3D" parent="."] [node name="Hitbox" type="Area3D" parent="."]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0) transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)

View File

@@ -9,7 +9,6 @@
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_y7226"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_y7226"]
resource_name = "Material" resource_name = "Material"
cull_mode = 2 cull_mode = 2
shading_mode = 0
albedo_texture = ExtResource("1_lsf8e") albedo_texture = ExtResource("1_lsf8e")
[sub_resource type="ArrayMesh" id="ArrayMesh_5ew54"] [sub_resource type="ArrayMesh" id="ArrayMesh_5ew54"]
@@ -201,7 +200,7 @@ bones/0/name = "spine1"
bones/0/parent = -1 bones/0/parent = -1
bones/0/rest = Transform3D(1.49012e-06, 0.00846654, -0.999964, 2.93367e-08, 0.999964, 0.00846654, 1, -4.23752e-08, 1.49012e-06, 0.000155807, -0.00105953, -2.01735) bones/0/rest = Transform3D(1.49012e-06, 0.00846654, -0.999964, 2.93367e-08, 0.999964, 0.00846654, 1, -4.23752e-08, 1.49012e-06, 0.000155807, -0.00105953, -2.01735)
bones/0/enabled = true bones/0/enabled = true
bones/0/position = Vector3(-0.259644, -0.981695, -1.97256) bones/0/position = Vector3(-0.259916, -1.01272, -1.97047)
bones/0/rotation = Quaternion(0.0915277, -0.692111, -0.0341586, 0.715149) bones/0/rotation = Quaternion(0.0915277, -0.692111, -0.0341586, 0.715149)
bones/0/scale = Vector3(1, 1, 1) bones/0/scale = Vector3(1, 1, 1)
bones/1/name = "spine0" bones/1/name = "spine0"
@@ -244,7 +243,7 @@ bones/6/parent = 5
bones/6/rest = Transform3D(0.0598389, 0.98531, 0.15995, -0.975271, 0.0235553, 0.219755, 0.212759, -0.169144, 0.962353, 3.65078e-07, 1.40318, 0) bones/6/rest = Transform3D(0.0598389, 0.98531, 0.15995, -0.975271, 0.0235553, 0.219755, 0.212759, -0.169144, 0.962353, 3.65078e-07, 1.40318, 0)
bones/6/enabled = true bones/6/enabled = true
bones/6/position = Vector3(3.65078e-07, 1.40318, 0) bones/6/position = Vector3(3.65078e-07, 1.40318, 0)
bones/6/rotation = Quaternion(-0.064013, -0.300257, -0.744611, 0.592708) bones/6/rotation = Quaternion(-0.0632592, -0.299983, -0.744595, 0.592947)
bones/6/scale = Vector3(1, 1, 1) bones/6/scale = Vector3(1, 1, 1)
bones/7/name = "Bone.007" bones/7/name = "Bone.007"
bones/7/parent = 6 bones/7/parent = 6
@@ -279,7 +278,7 @@ bones/11/parent = 1
bones/11/rest = Transform3D(0.981457, 0.0769315, -0.175568, 0.18837, -0.217537, 0.957703, 0.035485, -0.973015, -0.227995, -1.09896e-07, 3.84743, -2.10479e-07) bones/11/rest = Transform3D(0.981457, 0.0769315, -0.175568, 0.18837, -0.217537, 0.957703, 0.035485, -0.973015, -0.227995, -1.09896e-07, 3.84743, -2.10479e-07)
bones/11/enabled = true bones/11/enabled = true
bones/11/position = Vector3(-1.09896e-07, 3.84743, -2.10479e-07) bones/11/position = Vector3(-1.09896e-07, 3.84743, -2.10479e-07)
bones/11/rotation = Quaternion(-0.783686, -0.0607317, 0.0739309, 0.613745) bones/11/rotation = Quaternion(-0.781861, -0.0591304, 0.0775836, 0.615775)
bones/11/scale = Vector3(1, 0.999999, 1) bones/11/scale = Vector3(1, 0.999999, 1)
bones/12/name = "arm2_L" bones/12/name = "arm2_L"
bones/12/parent = 11 bones/12/parent = 11
@@ -307,7 +306,7 @@ bones/15/parent = 1
bones/15/rest = Transform3D(-0.98213, 0.0512573, -0.181089, -0.187541, -0.185921, 0.964501, 0.0157694, 0.981227, 0.192212, 0.00107862, 3.8461, -0.0821097) bones/15/rest = Transform3D(-0.98213, 0.0512573, -0.181089, -0.187541, -0.185921, 0.964501, 0.0157694, 0.981227, 0.192212, 0.00107862, 3.8461, -0.0821097)
bones/15/enabled = true bones/15/enabled = true
bones/15/position = Vector3(0.00107886, 3.8461, -0.0821095) bones/15/position = Vector3(0.00107886, 3.8461, -0.0821095)
bones/15/rotation = Quaternion(-0.211649, 0.739407, 0.620001, -0.155181) bones/15/rotation = Quaternion(-0.213342, 0.742048, 0.617147, -0.151593)
bones/15/scale = Vector3(1, 1, 1) bones/15/scale = Vector3(1, 1, 1)
bones/16/name = "arm2_R" bones/16/name = "arm2_R"
bones/16/parent = 15 bones/16/parent = 15
@@ -334,22 +333,22 @@ bones/19/name = "hip_L"
bones/19/parent = -1 bones/19/parent = -1
bones/19/rest = Transform3D(0.138486, 0.897208, 0.419333, -0.129033, -0.403458, 0.905854, 0.981923, -0.179556, 0.059896, 0.000155807, -0.00105953, -2.01735) bones/19/rest = Transform3D(0.138486, 0.897208, 0.419333, -0.129033, -0.403458, 0.905854, 0.981923, -0.179556, 0.059896, 0.000155807, -0.00105953, -2.01735)
bones/19/enabled = true bones/19/enabled = true
bones/19/position = Vector3(-0.323421, -1.14541, -1.90777) bones/19/position = Vector3(-0.348408, -1.16905, -1.82543)
bones/19/rotation = Quaternion(0.615816, 0.307289, 0.564568, -0.455639) bones/19/rotation = Quaternion(0.621031, 0.301051, 0.556216, -0.462939)
bones/19/scale = Vector3(1, 1, 1) bones/19/scale = Vector3(1, 1, 1)
bones/20/name = "leg1_L" bones/20/name = "leg1_L"
bones/20/parent = 19 bones/20/parent = 19
bones/20/rest = Transform3D(0.945603, 0.113405, 0.304916, -0.324072, 0.410457, 0.852351, -0.0284943, -0.9048, 0.424881, 2.08616e-07, 2.00996, -7.1153e-07) bones/20/rest = Transform3D(0.945603, 0.113405, 0.304916, -0.324072, 0.410457, 0.852351, -0.0284943, -0.9048, 0.424881, 2.08616e-07, 2.00996, -7.1153e-07)
bones/20/enabled = true bones/20/enabled = true
bones/20/position = Vector3(2.08616e-07, 2.00996, -7.1153e-07) bones/20/position = Vector3(2.08616e-07, 2.00996, -7.1153e-07)
bones/20/rotation = Quaternion(-0.315397, -0.436611, -0.280085, 0.794637) bones/20/rotation = Quaternion(-0.320831, -0.43062, -0.289064, 0.792512)
bones/20/scale = Vector3(1, 0.999999, 1) bones/20/scale = Vector3(1, 0.999999, 1)
bones/21/name = "leg2_L" bones/21/name = "leg2_L"
bones/21/parent = 20 bones/21/parent = 20
bones/21/rest = Transform3D(0.990336, -0.138679, 0.00180777, 0.138628, 0.990193, 0.0173138, -0.00419111, -0.0168959, 0.999848, 5.96046e-08, 5.85994, -5.23403e-07) bones/21/rest = Transform3D(0.990336, -0.138679, 0.00180777, 0.138628, 0.990193, 0.0173138, -0.00419111, -0.0168959, 0.999848, 5.96046e-08, 5.85994, -5.23403e-07)
bones/21/enabled = true bones/21/enabled = true
bones/21/position = Vector3(5.96046e-08, 5.85994, -5.23403e-07) bones/21/position = Vector3(5.96046e-08, 5.85994, -5.23403e-07)
bones/21/rotation = Quaternion(-0.0602597, 0.00129997, 0.487806, 0.870869) bones/21/rotation = Quaternion(-0.0603916, 0.00129908, 0.488873, 0.870261)
bones/21/scale = Vector3(1, 1, 1) bones/21/scale = Vector3(1, 1, 1)
bones/22/name = "foot1_L" bones/22/name = "foot1_L"
bones/22/parent = 21 bones/22/parent = 21
@@ -383,7 +382,7 @@ bones/26/name = "hip_R"
bones/26/parent = -1 bones/26/parent = -1
bones/26/rest = Transform3D(0.138486, -0.897208, -0.419333, 0.129033, -0.403458, 0.905854, -0.981923, -0.179556, 0.059896, -0.000155807, -0.00105953, -2.01735) bones/26/rest = Transform3D(0.138486, -0.897208, -0.419333, 0.129033, -0.403458, 0.905854, -0.981923, -0.179556, 0.059896, -0.000155807, -0.00105953, -2.01735)
bones/26/enabled = true bones/26/enabled = true
bones/26/position = Vector3(-0.192721, -1.11395, -2.01802) bones/26/position = Vector3(-0.119273, -1.11395, -2.01852)
bones/26/rotation = Quaternion(0.608697, -0.3155, -0.575514, -0.445793) bones/26/rotation = Quaternion(0.608697, -0.3155, -0.575514, -0.445793)
bones/26/scale = Vector3(1, 1, 1) bones/26/scale = Vector3(1, 1, 1)
bones/27/name = "leg1_R" bones/27/name = "leg1_R"
@@ -391,14 +390,14 @@ bones/27/parent = 26
bones/27/rest = Transform3D(0.945603, -0.113405, -0.304916, 0.324072, 0.410457, 0.852351, 0.0284943, -0.9048, 0.424881, -9.54606e-09, 2.00996, -3.52971e-07) bones/27/rest = Transform3D(0.945603, -0.113405, -0.304916, 0.324072, 0.410457, 0.852351, 0.0284943, -0.9048, 0.424881, -9.54606e-09, 2.00996, -3.52971e-07)
bones/27/enabled = true bones/27/enabled = true
bones/27/position = Vector3(-9.54606e-09, 2.00996, -3.52971e-07) bones/27/position = Vector3(-9.54606e-09, 2.00996, -3.52971e-07)
bones/27/rotation = Quaternion(-0.20646, 0.422337, 0.141028, 0.871273) bones/27/rotation = Quaternion(-0.20434, 0.423509, 0.139511, 0.871448)
bones/27/scale = Vector3(1, 0.999999, 1) bones/27/scale = Vector3(1, 0.999999, 1)
bones/28/name = "leg2_R" bones/28/name = "leg2_R"
bones/28/parent = 27 bones/28/parent = 27
bones/28/rest = Transform3D(0.990336, 0.138679, -0.00180777, -0.138628, 0.990193, 0.0173138, 0.00419111, -0.0168959, 0.999848, 4.51691e-08, 5.85994, -3.72529e-09) bones/28/rest = Transform3D(0.990336, 0.138679, -0.00180777, -0.138628, 0.990193, 0.0173138, 0.00419111, -0.0168959, 0.999848, 4.51691e-08, 5.85994, -3.72529e-09)
bones/28/enabled = true bones/28/enabled = true
bones/28/position = Vector3(4.51691e-08, 5.85994, -3.72529e-09) bones/28/position = Vector3(4.51691e-08, 5.85994, -3.72529e-09)
bones/28/rotation = Quaternion(-0.0637813, -0.00115807, -0.509225, 0.858266) bones/28/rotation = Quaternion(-0.0633194, -0.00116104, -0.505536, 0.860478)
bones/28/scale = Vector3(1, 1, 1) bones/28/scale = Vector3(1, 1, 1)
bones/29/name = "foot1_R" bones/29/name = "foot1_R"
bones/29/parent = 28 bones/29/parent = 28
@@ -430,7 +429,7 @@ bones/32/rotation = Quaternion(0.456756, 0.539878, -0.539587, -0.456893)
bones/32/scale = Vector3(1, 1, 1) bones/32/scale = Vector3(1, 1, 1)
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"] [node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"]
transform = Transform3D(-0.285214, -0.0655665, -0.956218, -0.330937, -0.929565, 0.162448, -0.899517, 0.362782, 0.243426, -1.67245, 8.2798, 4.95032) transform = Transform3D(-0.284352, -0.0642184, -0.956567, -0.33108, -0.929794, 0.160838, -0.899738, 0.362435, 0.243127, -1.67347, 8.24844, 4.9525)
bone_name = "TOP OF SKULL" bone_name = "TOP OF SKULL"
bone_idx = 8 bone_idx = 8

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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
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compress/mode=0
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compress/hdr_compression=1
compress/normal_map=0
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mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
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uid="uid://siky61swb8ig"
path="res://.godot/imported/assembled_sword0_tex00.png-a4112bf4395112f8fcf0ab59fd3c6ce2.ctex"
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roughness/src_normal=""
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@@ -1,25 +0,0 @@
[gd_resource type="VisualShader" load_steps=3 format=3 uid="uid://bl4n1pe2c1l07"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_2ykon"]
input_name = "time"
[sub_resource type="VisualShaderNodeTexture3D" id="VisualShaderNodeTexture3D_iqpgl"]
[resource]
code = "shader_type sky;
void sky() {
}
"
graph_offset = Vector2(-173.47, -138.662)
mode = 3
flags/use_half_res_pass = false
flags/use_quarter_res_pass = false
flags/disable_fog = false
flags/use_debanding = false
nodes/sky/2/node = SubResource("VisualShaderNodeInput_2ykon")
nodes/sky/2/position = Vector2(320, 40)
nodes/sky/3/node = SubResource("VisualShaderNodeTexture3D_iqpgl")
nodes/sky/3/position = Vector2(20, 40)

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@@ -1,4 +1,4 @@
[gd_scene load_steps=125 format=4 uid="uid://5ja3qxn8h7iw"] [gd_scene load_steps=128 format=4 uid="uid://5ja3qxn8h7iw"]
[ext_resource type="Script" uid="uid://tqyybt313web" path="res://src/map/dungeon/code/BossRoomA.cs" id="1_0h3lb"] [ext_resource type="Script" uid="uid://tqyybt313web" path="res://src/map/dungeon/code/BossRoomA.cs" id="1_0h3lb"]
[ext_resource type="Texture2D" uid="uid://vjbe1lg810gh" path="res://src/map/dungeon/models/Set A/15. Boss Floor A/15_A1_BOSS FLOOR A_VER_swirled_column.png" id="2_06eum"] [ext_resource type="Texture2D" uid="uid://vjbe1lg810gh" path="res://src/map/dungeon/models/Set A/15. Boss Floor A/15_A1_BOSS FLOOR A_VER_swirled_column.png" id="2_06eum"]
@@ -27,8 +27,9 @@
[ext_resource type="PackedScene" uid="uid://2wibfnu2jvlv" path="res://src/enemy/enemy_types/14. horse_head/HorseFace.tscn" id="25_a482y"] [ext_resource type="PackedScene" uid="uid://2wibfnu2jvlv" path="res://src/enemy/enemy_types/14. horse_head/HorseFace.tscn" id="25_a482y"]
[ext_resource type="PackedScene" uid="uid://bvv5giqyrhtl1" path="res://src/enemy/enemy_types/15. ox_face/OxFaceStatue.tscn" id="26_futcf"] [ext_resource type="PackedScene" uid="uid://bvv5giqyrhtl1" path="res://src/enemy/enemy_types/15. ox_face/OxFaceStatue.tscn" id="26_futcf"]
[ext_resource type="PackedScene" uid="uid://6dnsw37d1uw4" path="res://src/enemy/enemy_types/15. ox_face/OxFace.tscn" id="27_g6y6v"] [ext_resource type="PackedScene" uid="uid://6dnsw37d1uw4" path="res://src/enemy/enemy_types/15. ox_face/OxFace.tscn" id="27_g6y6v"]
[ext_resource type="Shader" uid="uid://dr68ani6ouefm" path="res://src/map/dungeon/rooms/Set A/Bloss Floor Clouds 2.gdshader" id="28_1qa0g"]
[ext_resource type="Texture2D" uid="uid://dh2b74lac57p0" path="res://src/map/dungeon/models/Set A/15. Boss Floor A/Sunset Skybox.png" id="28_i45xk"] [ext_resource type="Texture2D" uid="uid://dh2b74lac57p0" path="res://src/map/dungeon/models/Set A/15. Boss Floor A/Sunset Skybox.png" id="28_i45xk"]
[ext_resource type="Shader" uid="uid://dvcgcgijc7nng" path="res://src/map/map shaders/B1 Cloud Roll Top.gdshader" id="29_4xaw3"]
[ext_resource type="Shader" uid="uid://dr68ani6ouefm" path="res://src/map/map shaders/B1 Cloud Roll.gdshader" id="30_lmjp4"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_syull"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_syull"]
@@ -1342,6 +1343,14 @@ adjustment_saturation = 0.94
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_i45xk"] [sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_i45xk"]
dof_blur_far_distance = 42.38 dof_blur_far_distance = 42.38
[sub_resource type="PlaneMesh" id="PlaneMesh_lmjp4"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_54iu8"]
render_priority = 0
shader = ExtResource("29_4xaw3")
shader_parameter/cloud_color = Vector4(1, 1, 1, 1)
shader_parameter/cloud_opacity = 0.1
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_54iu8"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_54iu8"]
shading_mode = 0 shading_mode = 0
albedo_texture = ExtResource("28_i45xk") albedo_texture = ExtResource("28_i45xk")
@@ -1355,16 +1364,16 @@ subdivide_depth = 90
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4xaw3"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_4xaw3"]
render_priority = 0 render_priority = 0
shader = ExtResource("28_1qa0g") shader = ExtResource("30_lmjp4")
shader_parameter/height_scale = 0.5 shader_parameter/height_scale = 0.3
shader_parameter/wave_speed = 0.1 shader_parameter/wave_speed = 0.2
shader_parameter/upper_transparency = 0.89 shader_parameter/upper_transparency = 0.99
shader_parameter/global_transparency = 0.9 shader_parameter/global_transparency = 0.9
shader_parameter/time_factor = Vector2(2, 3) shader_parameter/time_factor = Vector2(2, 3)
shader_parameter/uv1_scale = Vector3(0, 0, 0) shader_parameter/uv1_scale = Vector3(0, 0, 0)
shader_parameter/uv1_offset = Vector3(0, 0, 0) shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/color1 = Color(0.78, 0.91, 0.93, 1) shader_parameter/color1 = Color(0.88, 0.91, 0.93, 1)
shader_parameter/color2 = Color(0.71, 0.89, 0.95, 1) shader_parameter/color2 = Color(0.88, 0.99, 0.95, 1)
[node name="Boss Floor A" type="Node3D"] [node name="Boss Floor A" type="Node3D"]
script = ExtResource("1_0h3lb") script = ExtResource("1_0h3lb")
@@ -1623,25 +1632,24 @@ collision_mask = 2
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -240.071, 36.4279, 34.624) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -240.071, 36.4279, 34.624)
shape = SubResource("BoxShape3D_pkvyy") shape = SubResource("BoxShape3D_pkvyy")
[node name="HorseHeadStatue" parent="Room" instance=ExtResource("24_r1rk5")] [node name="Horse Head Statue" parent="Room" instance=ExtResource("24_r1rk5")]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -102.157, -2.30863, 13.0139) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -102.157, -2.30863, 13.0139)
[node name="HorseFace" parent="Room" instance=ExtResource("25_a482y")] [node name="Horse Head Active" parent="Room" instance=ExtResource("25_a482y")]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.15, -102.157, -0.510939, 13.0139) transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.15, -102.157, -0.510939, 13.0139)
visible = false visible = false
PrimaryAttackElementalType = 0 PrimaryAttackElementalType = 0
PrimaryAttackElementalDamageBonus = 1.0 PrimaryAttackElementalDamageBonus = 1.0
[node name="OxFaceStatue" parent="Room" instance=ExtResource("26_futcf")] [node name="Ox Face Statue" parent="Room" instance=ExtResource("26_futcf")]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -101.555, -2.30863, 21.5833) transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -101.555, -2.30863, 21.5833)
[node name="OxFace" parent="Room" instance=ExtResource("27_g6y6v")] [node name="OxFace Active" parent="Room" instance=ExtResource("27_g6y6v")]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(-0.15, 0, -2.26494e-08, 0, 0.15, 0, 2.26494e-08, 0, -0.15, -101.703, -0.479859, 22.0955) transform = Transform3D(-0.15, 0, -2.26494e-08, 0, 0.15, 0, 2.26494e-08, 0, -0.15, -101.703, -0.479859, 22.0955)
visible = false
[node name="Exit" type="Area3D" parent="Room"] [node name="Exit" type="Area3D" parent="Room"]
unique_name_in_owner = true unique_name_in_owner = true
@@ -1667,6 +1675,12 @@ shadow_enabled = true
shadow_blur = 3.602 shadow_blur = 3.602
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(600, 0, 0, 0, 600, 0, 0, 0, 600, -316.281, -6.937, -581.099)
mesh = SubResource("PlaneMesh_lmjp4")
skeleton = NodePath("../Sky Billboard")
surface_material_override/0 = SubResource("ShaderMaterial_54iu8")
[node name="Sky Billboard" type="MeshInstance3D" parent="."]
transform = Transform3D(2000, 0, 2.62268e-05, 8.74228e-05, 1.14641e-12, -600, 0, 600, 1.14641e-12, -485.068, -193.889, -378.654) transform = Transform3D(2000, 0, 2.62268e-05, 8.74228e-05, 1.14641e-12, -600, 0, 600, 1.14641e-12, -485.068, -193.889, -378.654)
material_override = SubResource("StandardMaterial3D_54iu8") material_override = SubResource("StandardMaterial3D_54iu8")
mesh = SubResource("PlaneMesh_3pfmd") mesh = SubResource("PlaneMesh_3pfmd")

View File

@@ -29,8 +29,6 @@
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4oyst"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4oyst"]
resource_name = "COLUMN WHITE" resource_name = "COLUMN WHITE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("2_egkxs") albedo_texture = ExtResource("2_egkxs")
[sub_resource type="ArrayMesh" id="ArrayMesh_6nbut"] [sub_resource type="ArrayMesh" id="ArrayMesh_6nbut"]
@@ -69,38 +67,26 @@ shadow_mesh = SubResource("ArrayMesh_6nbut")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_id3eh"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_id3eh"]
resource_name = "A2 MAIN " resource_name = "A2 MAIN "
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("3_sfnee") albedo_texture = ExtResource("3_sfnee")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nqkft"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nqkft"]
resource_name = "A2 TILE" resource_name = "A2 TILE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("4_utkqh") albedo_texture = ExtResource("4_utkqh")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_483aw"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_483aw"]
resource_name = "A2 TILE 3" resource_name = "A2 TILE 3"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("5_oqcwc") albedo_texture = ExtResource("5_oqcwc")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_eapvp"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_eapvp"]
resource_name = "A2 TILE 2" resource_name = "A2 TILE 2"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("6_f0q5s") albedo_texture = ExtResource("6_f0q5s")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ns6l2"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ns6l2"]
resource_name = "WHITE BRICK" resource_name = "WHITE BRICK"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("7_1davs") albedo_texture = ExtResource("7_1davs")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxf2d"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxf2d"]
resource_name = "MARBLE" resource_name = "MARBLE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("8_v2xvs") albedo_texture = ExtResource("8_v2xvs")
[sub_resource type="ArrayMesh" id="ArrayMesh_65iwq"] [sub_resource type="ArrayMesh" id="ArrayMesh_65iwq"]
@@ -283,14 +269,10 @@ shadow_mesh = SubResource("ArrayMesh_s7p6n")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yfiih"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yfiih"]
resource_name = "SWIRLED" resource_name = "SWIRLED"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("9_weetq") albedo_texture = ExtResource("9_weetq")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gcr7v"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gcr7v"]
resource_name = "A2 HAND TILE" resource_name = "A2 HAND TILE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("10_57q1h") albedo_texture = ExtResource("10_57q1h")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_itbxn"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_itbxn"]
@@ -298,8 +280,6 @@ resource_name = "A2 MOTHER"
transparency = 2 transparency = 2
alpha_scissor_threshold = 0.5 alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0 alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("11_y26hv") albedo_texture = ExtResource("11_y26hv")
[sub_resource type="ArrayMesh" id="ArrayMesh_rqt7b"] [sub_resource type="ArrayMesh" id="ArrayMesh_rqt7b"]
@@ -406,8 +386,6 @@ shadow_mesh = SubResource("ArrayMesh_rqt7b")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0n8c2"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0n8c2"]
resource_name = "A2 MAIN STONE 2" resource_name = "A2 MAIN STONE 2"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("12_wo03q") albedo_texture = ExtResource("12_wo03q")
[sub_resource type="ArrayMesh" id="ArrayMesh_jnoab"] [sub_resource type="ArrayMesh" id="ArrayMesh_jnoab"]
@@ -445,7 +423,6 @@ blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_jnoab") shadow_mesh = SubResource("ArrayMesh_jnoab")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xdswc"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xdswc"]
shading_mode = 1
[sub_resource type="ArrayMesh" id="ArrayMesh_cmq71"] [sub_resource type="ArrayMesh" id="ArrayMesh_cmq71"]
_surfaces = [{ _surfaces = [{
@@ -479,14 +456,10 @@ shadow_mesh = SubResource("ArrayMesh_cmq71")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wy8dd"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wy8dd"]
resource_name = "AREA 2 CORRIDOR TRIM" resource_name = "AREA 2 CORRIDOR TRIM"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("13_d5bj7") albedo_texture = ExtResource("13_d5bj7")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jwani"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jwani"]
resource_name = "WHITE TILE" resource_name = "WHITE TILE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("14_gpqil") albedo_texture = ExtResource("14_gpqil")
[sub_resource type="ArrayMesh" id="ArrayMesh_kcblo"] [sub_resource type="ArrayMesh" id="ArrayMesh_kcblo"]
@@ -661,8 +634,6 @@ shadow_mesh = SubResource("ArrayMesh_kcblo")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cqc6b"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cqc6b"]
resource_name = "HAND LIME" resource_name = "HAND LIME"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("10_57q1h") albedo_texture = ExtResource("10_57q1h")
[sub_resource type="ArrayMesh" id="ArrayMesh_pwi10"] [sub_resource type="ArrayMesh" id="ArrayMesh_pwi10"]
@@ -839,8 +810,6 @@ shadow_mesh = SubResource("ArrayMesh_8on1a")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_i3ftr"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_i3ftr"]
resource_name = "A2 DARKER STONE" resource_name = "A2 DARKER STONE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("15_g11te") albedo_texture = ExtResource("15_g11te")
texture_filter = 2 texture_filter = 2
@@ -914,34 +883,24 @@ shadow_mesh = SubResource("ArrayMesh_s1yj6")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xoxtd"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xoxtd"]
resource_name = "AREA 2 FLOOR" resource_name = "AREA 2 FLOOR"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("5_oqcwc") albedo_texture = ExtResource("5_oqcwc")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jfrd3"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jfrd3"]
resource_name = "AREA 2 STUCCO" resource_name = "AREA 2 STUCCO"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("16_l6lac") albedo_texture = ExtResource("16_l6lac")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v4iuw"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v4iuw"]
resource_name = "AREA 2 DARK " resource_name = "AREA 2 DARK "
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("17_w36g2") albedo_texture = ExtResource("17_w36g2")
texture_filter = 2 texture_filter = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fd687"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fd687"]
resource_name = "AREA 2 FLOOR VARIATION" resource_name = "AREA 2 FLOOR VARIATION"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("6_f0q5s") albedo_texture = ExtResource("6_f0q5s")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6s383"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6s383"]
resource_name = "A2 STONE PANEL" resource_name = "A2 STONE PANEL"
transparency = 4 transparency = 4
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("18_vkld8") albedo_texture = ExtResource("18_vkld8")
texture_filter = 2 texture_filter = 2
@@ -950,21 +909,15 @@ resource_name = "HAND CYCLE"
transparency = 2 transparency = 2
alpha_scissor_threshold = 0.5 alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0 alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("19_ydosv") albedo_texture = ExtResource("19_ydosv")
texture_filter = 2 texture_filter = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n5ffv"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n5ffv"]
resource_name = "Material.010" resource_name = "Material.010"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("20_28gy6") albedo_texture = ExtResource("20_28gy6")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_msj5l"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_msj5l"]
resource_name = "Material.006" resource_name = "Material.006"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("21_tt5wf") albedo_texture = ExtResource("21_tt5wf")
[sub_resource type="ArrayMesh" id="ArrayMesh_iamgl"] [sub_resource type="ArrayMesh" id="ArrayMesh_iamgl"]
@@ -1350,8 +1303,6 @@ resource_name = "Material.008"
transparency = 2 transparency = 2
alpha_scissor_threshold = 0.5 alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0 alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("22_ddrwt") albedo_texture = ExtResource("22_ddrwt")
[sub_resource type="ArrayMesh" id="ArrayMesh_7f5nk"] [sub_resource type="ArrayMesh" id="ArrayMesh_7f5nk"]
@@ -1388,8 +1339,6 @@ shadow_mesh = SubResource("ArrayMesh_7f5nk")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_a5xuq"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_a5xuq"]
resource_name = "Material" resource_name = "Material"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("23_rke2f") albedo_texture = ExtResource("23_rke2f")
[sub_resource type="ArrayMesh" id="ArrayMesh_yocju"] [sub_resource type="ArrayMesh" id="ArrayMesh_yocju"]
@@ -1429,8 +1378,6 @@ resource_name = "Material.002"
transparency = 2 transparency = 2
alpha_scissor_threshold = 0.5 alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0 alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("24_k805n") albedo_texture = ExtResource("24_k805n")
texture_filter = 2 texture_filter = 2
@@ -1500,8 +1447,6 @@ shadow_mesh = SubResource("ArrayMesh_rgh1o")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pc5d1"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pc5d1"]
resource_name = "AREA 2 STUCCO 2" resource_name = "AREA 2 STUCCO 2"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("2_egkxs") albedo_texture = ExtResource("2_egkxs")
[sub_resource type="ArrayMesh" id="ArrayMesh_14bn4"] [sub_resource type="ArrayMesh" id="ArrayMesh_14bn4"]

View File

@@ -0,0 +1,291 @@
shader_type sky;
render_mode use_quarter_res_pass;
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
group_uniforms sky;
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
group_uniforms horizon;
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
group_uniforms sun; // First DirectionalLight3D will be the sun
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
group_uniforms moon; // Second DirectionalLight3D will be the moon
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
group_uniforms clouds;
// Replaced by noise functions, unncomment if you want to use graphical textures
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
// More weight is simply a darker color, usefull for rain/storm
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
group_uniforms stars;
// Stars should be at black background
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
group_uniforms settings;
uniform float overwritten_time = 0.0;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
const int PRIME_X = 501125321;
const int PRIME_Y = 1136930381;
float lerp( float a, float b, float t )
{
return a + t * ( b - a );
}
float cubic_lerp( float a, float b, float c, float d, float t )
{
float p = d - c - ( a - b );
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
}
float ping_pong( float t )
{
t -= trunc( t * 0.5 ) * 2.0;
return t < 1.0 ? t : 2.0 - t;
}
int hash( int seed, int x_primed, int y_primed )
{
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
}
float val_coord( int seed, int x_primed, int y_primed )
{
int hash = hash( seed, x_primed, y_primed );
hash *= hash;
hash ^= hash << 19;
return float( hash ) * ( 1.0 / 2147483648.0 );
}
float single_value_cubic( int seed, float x, float y )
{
int x1 = int( floor( x ));
int y1 = int( floor( y ));
float xs = x - float( x1 );
float ys = y - float( y1 );
x1 *= PRIME_X;
y1 *= PRIME_Y;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int x3 = x1 + ( PRIME_X << 1 );
int y3 = y1 + ( PRIME_Y << 1 );
return cubic_lerp(
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
}
// Params can be change in the same way as in noise settings in Godot
const float FRACTAL_BOUNDING = 1.0 / 1.75;
const int OCTAVES = 5;
const float PING_PONG_STRENGTH = 2.0;
const float WEIGHTED_STRENGTH = 0.0;
const float GAIN = 0.5;
const float LACUNARITY = 2.0;
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
{
float x = pos.x * frequency;
float y = pos.y * frequency;
float sum = 0.0;
float amp = FRACTAL_BOUNDING;
for( int i = 0; i < OCTAVES; i++ )
{
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
sum += ( noise - 0.5 ) * 2.0 * amp;
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
x *= LACUNARITY;
y *= LACUNARITY;
amp *= GAIN;
}
return sum * 0.5 + 0.5;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function needed to calculate the phase of the moon
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
{
float b = dot( -sphere_pos, view_dir );
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
float h = pow( b, 2 ) - c;
return h < 0.0 ? -1.0 : -b - sqrt( h );
}
void sky()
{
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
// The day color will be our base color
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
// The sky should be more red around the west, on the opposite side you don't see it as much
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
// Final sky color
COLOR = _sky_color;
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
float _horizon_amount = 0.0;
if( EYEDIR.y < 0.0 )
{
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
// Mixing with the color of the night sky to make the horizon darker
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
// And if ther are many dark clouds, we also make the horizon darker
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
}
//////////////////// MOON //////////////////////////////////////////////////////////////////////
float _moon_amount = 0.0;
if( LIGHT1_ENABLED )
{
// Bigger moon near the horizon
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
// Finding moon disc and edge blur
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
if( _moon_amount > 0.0 )
{
// Moon illumination depending on the position of the sun
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
// Power on the result gives a better effect
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
// Hiding the moon behind the horizon
_moon_amount *= 1.0 - _horizon_amount;
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
}
}
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
float _sun_distance = 0.0;
if( LIGHT0_ENABLED )
{
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
// Bigger sun near the horizon
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
// Finding sun disc and edge blur
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
if( _sun_amount > 0.0 )
{
// Changing color of the sun during sunset
float _sunset_amount = 1.0;
if( LIGHT0_DIRECTION.y > 0.0 )
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
// Hiding the sun behind the moon
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
// Hiding the sun behind the horizon
_sun_amount *= 1.0 - _horizon_amount;
// Leveling the "glow" in color
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
_sun_color *= _sun_amount;
COLOR = mix( COLOR, _sun_color, _sun_amount );
}
}
//////////////////// STARS /////////////////////////////////////////////////////////////////
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
{
// Stars UV rotation
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
vec2 _stars_uv = vec2(
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
);
// Stars texture
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
// Hiding stars behind the moon
_stars_color *= 1.0 - _moon_amount;
COLOR += _stars_color;
}
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
if( EYEDIR.y > 0.0 )
{
// Clouds UV movement direction
float _clouds_speed = time * clouds_speed * 0.01;
float _sin_x = sin( clouds_direction * PI * 2.0 );
float _cos_y = cos( clouds_direction * PI * 2.0 );
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 3.89;
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.89 );
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 2.79;
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
// Fading clouds near the horizon
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
// The sun passing through the clouds effect
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
// Color combined with sunset condition
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
// Color depending on the "progress" of the night.
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
}
}

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@@ -0,0 +1 @@
uid://c4a68uhm5o2h4

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@@ -0,0 +1 @@
uid://dvcgcgijc7nng

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@@ -52,35 +52,35 @@ float fbm(vec2 x, float time) {
} }
void vertex() { void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy; UV=UV*uv1_scale.xy+uv1_offset.xy;
out_color = vec3(color1.r, color1.g, color1.b); out_color = vec3(color1.r, color1.g, color1.b);
soft_color = vec3(color1.r, color1.g, color1.b); soft_color = vec3(color1.r, color1.g, color1.b);
float height = fbm(VERTEX.xz * 4.0, TIME); float height = fbm(VERTEX.xz * 4.0, TIME);
VERTEX.y += height * height_scale; VERTEX.y += height * height_scale;
COLOR.xyz = vec3(height); COLOR.xyz = vec3(height);
if (VERTEX.y > 0.3){ if (VERTEX.y > 0.3){
out_color = lerpColor(color1, color2, clamp((VERTEX.y) / 3.0, 0.5, 1.0)); out_color = lerpColor(color1, color2, clamp((VERTEX.y) / 3.0, 0.5, 1.0));
soft_color = vec3(color2.r, color2.g, color2.b); soft_color = vec3(color2.r, color2.g, color2.b);
} }
} }
void fragment(){ void fragment(){
ALBEDO = COLOR.xyz; ALBEDO = COLOR.xyz;
vec2 base_uv = UV; vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv); vec4 albedo_tex = texture(texture_albedo,base_uv);
ALPHA = global_transparency; ALPHA = global_transparency;
ALBEDO = out_color * albedo_tex.rgb * COLOR.xyz; ALBEDO = out_color * albedo_tex.rgb * COLOR.xyz;
if (soft_color.r==color2.r && soft_color.g==color2.g && color2.b==color2.b) { if (soft_color.r==color2.r && soft_color.g==color2.g && color2.b==color2.b) {
ALPHA = upper_transparency; ALPHA = upper_transparency;
} }
} }

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@@ -0,0 +1,87 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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@@ -0,0 +1,87 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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uid://c1aea2co8saff

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After

Width:  |  Height:  |  Size: 8.9 KiB

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@@ -2,19 +2,16 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://5noago2q8ga2" uid="uid://bk2irsqn0sbex"
path="res://.godot/imported/assembled_body0_tex00.png-a3b630772a1e0e57979105adf0f67e80.ctex" path="res://.godot/imported/B2 Night Sky Star Textures.png-b64ddda4d862ce7c66dcb29d88b5b9ac.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false
} }
generator_parameters={
"md5": "bed57ac546a6fddfa05c594f37fc4830"
}
[deps] [deps]
source_file="res://src/enemy/enemy_types/15. ox_face/assembled_body0_tex00.png" source_file="res://src/map/map shaders/B2 Night Sky Star Textures.png"
dest_files=["res://.godot/imported/assembled_body0_tex00.png-a3b630772a1e0e57979105adf0f67e80.ctex"] dest_files=["res://.godot/imported/B2 Night Sky Star Textures.png-b64ddda4d862ce7c66dcb29d88b5b9ac.ctex"]
[params] [params]
@@ -24,7 +21,7 @@ compress/lossy_quality=0.7
compress/hdr_compression=1 compress/hdr_compression=1
compress/normal_map=0 compress/normal_map=0
compress/channel_pack=0 compress/channel_pack=0
mipmaps/generate=true mipmaps/generate=false
mipmaps/limit=-1 mipmaps/limit=-1
roughness/mode=0 roughness/mode=0
roughness/src_normal="" roughness/src_normal=""

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@@ -0,0 +1,87 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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@@ -0,0 +1 @@
uid://clm02ijbllxoc

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@@ -0,0 +1,87 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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