Planter enemy added + Devic Balance

This commit is contained in:
Pal
2026-04-03 17:48:37 -07:00
parent 31e8b7fb01
commit 9cf8046fc3
775 changed files with 17114 additions and 375 deletions

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@@ -43,22 +43,25 @@ shader_parameter/overwritten_time = 0.0
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background_color = Color(1, 1, 1, 1)
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background_energy_multiplier = 1.46
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glow_strength = 0.21
glow_bloom = 1.0
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fog_light_energy = 0.0
fog_density = 0.0
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volumetric_fog_enabled = true
volumetric_fog_density = 0.02
volumetric_fog_albedo = Color(0.881937, 0.881937, 0.881937, 1)
volumetric_fog_emission = Color(1, 1, 1, 1)
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_qvgr0"]
dof_blur_far_enabled = true
@@ -107,12 +110,12 @@ shadow_mesh = SubResource("ArrayMesh_bcnkc")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_78dse"]
render_priority = 0
shader = ExtResource("4_4aa25")
shader_parameter/albedo = Color(4.52429e-06, 0.599792, 0.83457, 1)
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/roughness = 0.15
shader_parameter/refraction = 0.5
shader_parameter/refraction_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/normal_strength = 0.0
shader_parameter/edge_color = Color(0, 0.645, 0.86, 0.72549)
shader_parameter/edge_color = Color(0, 0, 0, 0.72549)
shader_parameter/surface_contribution = 1.285
shader_parameter/specular_contribution = 0.025
shader_parameter/refraction_contribution = 1.0
@@ -233,8 +236,8 @@ shader_parameter/sampler1speed = Vector2(0.02, 0)
shader_parameter/sampler2speed = Vector2(0, 0.02)
shader_parameter/albedo = Color(0.907416, 0, 0.173085, 1)
shader_parameter/time_scale = 0.1
shader_parameter/alpha = 0.8
shader_parameter/refraction_strength = 0.5
shader_parameter/alpha = 0.94
shader_parameter/refraction_strength = 1.397
shader_parameter/is_depth_based = false
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@@ -305,7 +308,7 @@ camera_attributes = SubResource("CameraAttributesPractical_qvgr0")
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@@ -313,7 +316,7 @@ transform = Transform3D(0.844328, -0.262224, -0.467278, 0, -0.872069, 0.489383,
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -1.64844, -0.953783, 10.3735)
[node name="Cube" type="MeshInstance3D" parent="Model/spacestairs"]
transform = Transform3D(2.21576, 0, 0, 0, 0.293872, 0, 0, 0, 1, 0, 0, 0)
transform = Transform3D(6.746, 0, 0, 0, 0.895, 0, 0, 0, 3.044, 9.53674e-07, 0, -12.0979)
mesh = SubResource("ArrayMesh_1bmhr")
skeleton = NodePath("")
surface_material_override/0 = SubResource("ShaderMaterial_78dse")
@@ -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;
render_mode cull_disabled, depth_draw_opaque;
uniform sampler2D grass_texture : filter_nearest, source_color;
uniform sampler2D gradient_texture : filter_linear_mipmap, source_color;
uniform float gradient_blend : hint_range(0, 1) = 0.5;
void vertex() {
NORMAL = vec3(0.0, 1.0, 0.0);
VERTEX.x += sin(NODE_POSITION_WORLD.x + TIME * 1.25 + UV.y) * (1.0 - UV.y) * 0.2;
VERTEX.z += cos(NODE_POSITION_WORLD.z + TIME * 0.45 + UV.y) * (1.0 - UV.y) * 0.15;
}
void fragment() {
vec4 grass_sample = texture(grass_texture, UV);
vec3 base_color = grass_sample.rgb;
float alpha = grass_sample.a;
vec3 gradient_color = texture(gradient_texture, vec2(UV.y, 0.5)).rgb;
vec3 final_color = mix(base_color, base_color * gradient_color, gradient_blend);
ALBEDO = final_color;
ALPHA = alpha;
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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;
}

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