Planter enemy added + Devic Balance
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+15
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@@ -385,7 +388,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.87173, -1.37707, 75.3399)
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shader_type spatial;
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render_mode cull_disabled, depth_draw_opaque;
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uniform sampler2D grass_texture : filter_nearest, source_color;
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uniform sampler2D gradient_texture : filter_linear_mipmap, source_color;
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uniform float gradient_blend : hint_range(0, 1) = 0.5;
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void vertex() {
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NORMAL = vec3(0.0, 1.0, 0.0);
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VERTEX.x += sin(NODE_POSITION_WORLD.x + TIME * 1.25 + UV.y) * (1.0 - UV.y) * 0.2;
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VERTEX.z += cos(NODE_POSITION_WORLD.z + TIME * 0.45 + UV.y) * (1.0 - UV.y) * 0.15;
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}
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void fragment() {
|
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vec4 grass_sample = texture(grass_texture, UV);
|
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vec3 base_color = grass_sample.rgb;
|
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float alpha = grass_sample.a;
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|
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vec3 gradient_color = texture(gradient_texture, vec2(UV.y, 0.5)).rgb;
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|
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vec3 final_color = mix(base_color, base_color * gradient_color, gradient_blend);
|
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|
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ALBEDO = final_color;
|
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ALPHA = alpha;
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}
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uid://buj0rfyawbmuu
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shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded;
|
||||
|
||||
uniform vec4 color : source_color = vec4(0.0, 0.8, 1.0, 1.0);
|
||||
uniform vec4 color_edge : source_color = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
uniform float emission_strength : hint_range(0.0, 20.0) = 5.0;
|
||||
uniform float rise_progress : hint_range(0.0, 1.0) = 0.0;
|
||||
uniform float edge_width : hint_range(0.0, 0.3) = 0.08;
|
||||
uniform float noise_scale : hint_range(0.1, 10.0) = 3.0;
|
||||
uniform float noise_strength : hint_range(0.0, 0.5) = 0.15;
|
||||
uniform float time_speed : hint_range(0.0, 5.0) = 1.5;
|
||||
uniform float fade_softness : hint_range(0.01, 0.5) = 0.1;
|
||||
uniform sampler2D noise_texture : hint_default_white;
|
||||
|
||||
// Top fade controls
|
||||
uniform float top_fade_start : hint_range(0.0, 1.0) = 0.3;
|
||||
uniform float top_fade_power : hint_range(0.5, 5.0) = 2.0;
|
||||
uniform bool invert_top_fade = false;
|
||||
|
||||
// Wave transparency controls
|
||||
uniform float wave_transparency : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform float wave_frequency : hint_range(1.0, 20.0) = 8.0;
|
||||
uniform float wave_speed : hint_range(0.0, 5.0) = 2.0;
|
||||
|
||||
varying vec3 world_vertex;
|
||||
|
||||
void vertex() {
|
||||
world_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Get UV and sample noise
|
||||
vec2 uv = UV;
|
||||
float time_offset = TIME * time_speed;
|
||||
|
||||
// Sample noise with movement
|
||||
vec2 noise_uv = uv * noise_scale + vec2(0.0, -time_offset * 0.3);
|
||||
float noise_val = texture(noise_texture, noise_uv).r;
|
||||
|
||||
// Secondary noise layer for more organic feel
|
||||
vec2 noise_uv2 = uv * noise_scale * 1.5 + vec2(time_offset * 0.1, -time_offset * 0.2);
|
||||
float noise_val2 = texture(noise_texture, noise_uv2).r;
|
||||
float combined_noise = mix(noise_val, noise_val2, 0.5);
|
||||
|
||||
// Calculate rise threshold with noise distortion
|
||||
float rise_threshold = rise_progress + (combined_noise - 0.5) * noise_strength * 2.0;
|
||||
|
||||
// UV.y = 0 at bottom, 1 at top (for cylinder, y goes 0->1 bottom to top)
|
||||
float height = 1.0 - uv.y;
|
||||
|
||||
// Calculate alpha based on rise progress
|
||||
float alpha = smoothstep(rise_threshold - fade_softness, rise_threshold, height);
|
||||
|
||||
// Top fade - gradual fade out as we approach the top
|
||||
// For CylinderMesh: UV.y = 0 at top, 1 at bottom (inverted)
|
||||
// So we use uv.y directly - small values = top = should fade out
|
||||
float top_height = invert_top_fade ? (1.0 - uv.y) : uv.y;
|
||||
float top_fade = smoothstep(0.0, 1.0 - top_fade_start, top_height);
|
||||
top_fade = pow(top_fade, top_fade_power); // Power curve for control
|
||||
|
||||
// Wave-based transparency pattern
|
||||
float wave_pattern = sin(uv.y * wave_frequency + TIME * wave_speed + combined_noise * 3.0);
|
||||
wave_pattern = wave_pattern * 0.5 + 0.5; // Normalize to 0-1
|
||||
float wave_alpha = mix(1.0, wave_pattern, wave_transparency);
|
||||
|
||||
// Combine all alpha factors
|
||||
alpha *= top_fade * wave_alpha;
|
||||
|
||||
// Edge glow at the rising front
|
||||
float edge_dist = abs(height - rise_threshold);
|
||||
float edge_factor = 1.0 - smoothstep(0.0, edge_width, edge_dist);
|
||||
edge_factor *= step(height, rise_threshold); // Only show edge below threshold
|
||||
|
||||
// Pulsing effect
|
||||
float pulse = sin(TIME * 3.0) * 0.1 + 0.9;
|
||||
|
||||
// Mix colors
|
||||
vec3 final_color = mix(color.rgb, color_edge.rgb, edge_factor);
|
||||
final_color *= emission_strength * pulse;
|
||||
|
||||
// Add shimmer based on noise
|
||||
float shimmer = combined_noise * 0.3 + 0.7;
|
||||
final_color *= shimmer;
|
||||
|
||||
ALBEDO = final_color;
|
||||
ALPHA = alpha * color.a;
|
||||
EMISSION = final_color;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bqs2746pwhswi
|
||||
Reference in New Issue
Block a user