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* Added addon Scatter 2.5.1 * Added glass * Added glass to scene * Rearranged platform nodes in scene; Made sensibility slider move in steps of 0.05 * Copied grass assets to 'art' folder * Added a couple smaller platforms to the right * Prevent child nodes in platforms from being modified by mistake * Increased jump height * Using asset from art folder * Removed unnecessary node * Using grass assets from folder 'art' * Removed 'grass_1.glb' * Updated CREDITS.md
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# Godot-specific ignores | ||
.import/ | ||
export.cfg | ||
export_presets.cfg | ||
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# Mono-specific ignores | ||
.mono/ | ||
*.import |
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MIT License | ||
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Copyright (c) 2019 HungryProton | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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# Scatter | ||
 | ||
Custom node for the Godot game engine to randomly place props or scenes using 3D curves. [See it in action here](https://twitter.com/HungryProton/status/1344623041620402176) | ||
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**Scatter V2 is not backward compatible with the first version**. | ||
Use the tag selector to go back to older versions if needed. | ||
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## How to use it | ||
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### Check out the demos! | ||
Two examples scenes are located in `res://addons/scatter/demos/`, make sure to check them both. This way you'll see how | ||
you can setup your scenes and how this addon can be used. | ||
 | ||
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### Installation guide | ||
[This project's wiki pages](https://github.com/HungryProton/scatter/wiki) has all the information you should know | ||
in order to use this plugin. | ||
+ [Installation and basic setup](https://github.com/HungryProton/scatter/wiki/Installation-and-basic-setup) | ||
+ [Modifiers](https://github.com/HungryProton/scatter/wiki/Modifiers) | ||
+ [Using presets](https://github.com/HungryProton/scatter/wiki/Using-presets) | ||
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## Troubleshooting | ||
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### I can't open the demo scenes | ||
Make sure the folder is named `scatter` exactly, nothing else. If you downloaded the archive from GitHub, | ||
if probably renamed that into *scatter-master* or something else, this will break the import / scene paths. | ||
+ Disable the plugin first. | ||
+ Rename the folder into `scatter`. | ||
+ Close the editor and open it again. | ||
- If you don't Godot will probably complain about cyclic dependencies or something else. | ||
+ Enable the plugin and it should work. | ||
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### My collisions are ignored | ||
By default, instancing or batching is enabled (through a MultimeshInstance node) and doesn't support collisions. However | ||
you can turn off instancing in the Scatter node and it will copy the entire source, including colliders, scripts and others. | ||
 | ||
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### The addon is slow when editing a curve | ||
When updating a `Scatter Path` object, a 2D polygon projected on the XZ plane is also generated internally. | ||
This polygon is used to know if a point is inside the curve or not. If this polygon resolution is too high, regenerating | ||
it will take time. To fix this, increase the `Bake Interval` on the Scatter node itself. (Not on the curve resource, this one | ||
is not used). Values around 1 or 2 are usually enough, but if your path is really large, you don't need that much precision and | ||
you can increase this value. However, if your path is really small, you can decrease this value. | ||
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### The 3D curves are modified at different places at once | ||
[Please read this page](https://github.com/HungryProton/scatter/wiki/Warning-about-duplicating-nodes). | ||
When you duplicate a `Scatter` node, the curve resource is duplicated automatically so this shoudn't happen. | ||
If it does, click on the `Curve3D` resource and click on `Make Unique`. | ||
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### Project on floor ignores my colliders | ||
There is [a known bug in Godot](https://github.com/godotengine/godot/issues/43744) when raycasting from a tool script. | ||
After moving your colliders, the physic world is not synced with their new position, so you have to hit | ||
the `Rebuild` button in the inspector, under the modifier stack. Hit it once after you made modifications to your | ||
scene. | ||
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## Don't forget the wiki | ||
If you can't find what you're looking for in this readme, please [check this project wiki](https://github.com/HungryProton/scatter/wiki). | ||
If you're facing a bug, please [check the issues's tracker](https://github.com/HungryProton/scatter/issues) to see if someone else | ||
already reported the issue. If not, feel free to open a new one. | ||
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## Licence | ||
- This addon is published under the MIT licence. | ||
- Most 2D and 3D assets in the demos folder are MIT, with a few exceptions. | ||
Refer the the LICENCE.md in the assets folder for more details. |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/LICENCE.md
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+ One or more textures on this 3D model have been created with photographs from Textures.com. These photographs may not be redistributed by default; please visit www.textures.com for more information. | ||
- This only applies to the modified tree bark textures under the materials folder | ||
+ Other 3D assets and textures either comes from me under an MIT licence or from https://kenney.nl/ under a CC0 licence |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/fences/fence_planks.tscn
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[gd_scene load_steps=3 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/fences/models/fence_planks.glb" type="PackedScene" id=1] | ||
[ext_resource path="res://addons/scatter/demos/assets/fences/models/m_fence.tres" type="Material" id=2] | ||
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[node name="fence_planks" instance=ExtResource( 1 )] | ||
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[node name="fence_planks" parent="." index="0"] | ||
material/0 = ExtResource( 2 ) |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/fences/models/m_fence.tres
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[gd_resource type="SpatialMaterial" format=2] | ||
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[resource] | ||
resource_name = "wood" | ||
vertex_color_use_as_albedo = true | ||
albedo_color = Color( 0.568627, 0.466667, 0.372549, 1 ) |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/m_grass.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/grass/data/s_grass.shader" type="Shader" id=1] | ||
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[resource] | ||
shader = ExtResource( 1 ) | ||
shader_param/alpha_scissor_threshold = null | ||
shader_param/transmission = null | ||
shader_param/secondary_color = null | ||
shader_param/secondary_attenuation = 0.2 | ||
shader_param/grass_height = 1.0 | ||
shader_param/wind_direction = Vector2( 1, -0.5 ) | ||
shader_param/wind_speed = 1.0 | ||
shader_param/wind_strength = 2.0 | ||
shader_param/noise_scale = 20.0 |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/m_grass_52.tres
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[gd_resource type="ShaderMaterial" load_steps=6 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/grass/data/sprite_0052.png" type="Texture" id=1] | ||
[ext_resource path="res://addons/scatter/demos/assets/grass/data/s_grass.shader" type="Shader" id=2] | ||
[ext_resource path="res://addons/scatter/demos/assets/grass/data/t_noise.png" type="Texture" id=3] | ||
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[sub_resource type="Gradient" id=1] | ||
colors = PoolColorArray( 0.176471, 0.388235, 0.0901961, 1, 0.451898, 0.6, 0.174, 1 ) | ||
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[sub_resource type="GradientTexture" id=2] | ||
gradient = SubResource( 1 ) | ||
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[resource] | ||
shader = ExtResource( 2 ) | ||
shader_param/alpha_scissor_threshold = 0.8 | ||
shader_param/transmission = Color( 0.95, 0.95, 0.95, 1 ) | ||
shader_param/secondary_color = Color( 0.176471, 0.388235, 0.0901961, 1 ) | ||
shader_param/secondary_attenuation = 0.1 | ||
shader_param/grass_height = 0.5 | ||
shader_param/wind_direction = Vector2( 1, -0.5 ) | ||
shader_param/wind_speed = 0.25 | ||
shader_param/wind_strength = 1.0 | ||
shader_param/noise_scale = 20.0 | ||
shader_param/texture_albedo = ExtResource( 1 ) | ||
shader_param/texture_gradient = SubResource( 2 ) | ||
shader_param/texture_noise = ExtResource( 3 ) |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/m_grass_59.tres
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[gd_resource type="ShaderMaterial" load_steps=6 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/grass/data/s_grass.shader" type="Shader" id=1] | ||
[ext_resource path="res://addons/scatter/demos/assets/grass/data/t_grass_4.png" type="Texture" id=2] | ||
[ext_resource path="res://addons/scatter/demos/assets/grass/data/t_noise.png" type="Texture" id=3] | ||
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[sub_resource type="Gradient" id=1] | ||
colors = PoolColorArray( 0.546875, 0.33659, 0.00854492, 1, 0.945312, 0.931061, 0.0332336, 1 ) | ||
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[sub_resource type="GradientTexture" id=2] | ||
gradient = SubResource( 1 ) | ||
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[resource] | ||
shader = ExtResource( 1 ) | ||
shader_param/alpha_scissor_threshold = 0.8 | ||
shader_param/transmission = Color( 0.823529, 0.654902, 0, 1 ) | ||
shader_param/secondary_color = Color( 0.960784, 0.0431373, 0.0431373, 1 ) | ||
shader_param/secondary_attenuation = 0.5 | ||
shader_param/grass_height = 0.5 | ||
shader_param/wind_direction = Vector2( 1, -0.5 ) | ||
shader_param/wind_speed = 0.25 | ||
shader_param/wind_strength = 1.0 | ||
shader_param/noise_scale = 20.0 | ||
shader_param/texture_albedo = ExtResource( 2 ) | ||
shader_param/texture_gradient = SubResource( 2 ) | ||
shader_param/texture_noise = ExtResource( 3 ) |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/s_grass.shader
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shader_type spatial; | ||
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render_mode depth_draw_opaque, cull_disabled; | ||
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// Texture settings | ||
uniform sampler2D texture_albedo : hint_albedo; | ||
uniform sampler2D texture_gradient : hint_albedo; | ||
uniform sampler2D texture_noise : hint_albedo; | ||
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0); | ||
uniform vec4 transmission : hint_color; | ||
uniform vec4 secondary_color : hint_color; | ||
uniform float secondary_attenuation = 0.2; | ||
uniform float grass_height = 1.0; | ||
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// Wind settings | ||
uniform vec2 wind_direction = vec2(1, -0.5); | ||
uniform float wind_speed = 1.0; | ||
uniform float wind_strength = 2.0; | ||
uniform float noise_scale = 20.0; | ||
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varying float color; | ||
varying float height; | ||
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void vertex() { | ||
height = VERTEX.y; | ||
float influence = smoothstep(0, 1, height / 2.0); | ||
vec4 world_pos = WORLD_MATRIX * vec4(VERTEX, 1.0); | ||
vec2 uv = world_pos.xz / (noise_scale + 1e-2); | ||
vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed); | ||
float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4; | ||
color = texture(texture_noise, uv).r; | ||
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vec2 wind_offset = -wind_direction * wind_strength * influence * wind; | ||
world_pos.xz += wind_offset; | ||
world_pos.y -= wind * influence * smoothstep(0.0, height, wind_strength); | ||
vec4 local_pos = inverse(WORLD_MATRIX) * world_pos; | ||
local_pos.x += influence * cos(TIME * 1.0) / 8.0; | ||
local_pos.z += influence * sin(TIME * 1.5) / 8.0; | ||
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VERTEX = local_pos.xyz; | ||
NORMAL = vec3(0.0, 1.0, 0.0); | ||
} | ||
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void fragment() { | ||
vec4 tex = texture(texture_albedo, UV); | ||
if (tex.a < alpha_scissor_threshold) { | ||
discard; | ||
} | ||
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TRANSMISSION = transmission.rgb; | ||
vec4 gradient = texture(texture_gradient, vec2(height / grass_height, 0.0)); | ||
float secondary_weight = smoothstep(0.0, 1.0, color - secondary_attenuation); | ||
ALBEDO = tex.rbg * gradient.rgb; | ||
ALBEDO = mix(ALBEDO, secondary_color.rgb, secondary_weight); | ||
} |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/sprite_0059.png
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/t_grass_4.png
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/data/t_noise.png
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/grass52.tscn
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[gd_scene load_steps=3 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/grass/data/grass_1.glb" type="PackedScene" id=1] | ||
[ext_resource path="res://addons/scatter/demos/assets/grass/data/m_grass_52.tres" type="Material" id=2] | ||
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[node name="grass52" instance=ExtResource( 1 )] | ||
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[node name="Plane" parent="." index="0"] | ||
material/0 = ExtResource( 2 ) |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/grass/grass59.tscn
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my-3d-squash-the-creeps/addons/scatter/demos/assets/leaves/data/m_leaves.tres
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[gd_resource type="ShaderMaterial" load_steps=6 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/leaves/data/s_leaves.shader" type="Shader" id=1] | ||
[ext_resource path="res://addons/scatter/demos/assets/leaves/data/sprite_0081.png" type="Texture" id=2] | ||
[ext_resource path="res://addons/scatter/demos/assets/grass/data/t_noise.png" type="Texture" id=3] | ||
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[sub_resource type="Gradient" id=1] | ||
offsets = PoolRealArray( 0, 0.996016 ) | ||
colors = PoolColorArray( 0.571198, 0.796875, 0.34552, 1, 0.645856, 0.765625, 0.0687866, 1 ) | ||
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[sub_resource type="GradientTexture" id=2] | ||
gradient = SubResource( 1 ) | ||
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[resource] | ||
shader = ExtResource( 1 ) | ||
shader_param/alpha_scissor_threshold = 0.8 | ||
shader_param/transmission = Color( 0.494118, 0.541176, 0.0666667, 1 ) | ||
shader_param/wind_direction = Vector2( 1, -0.5 ) | ||
shader_param/wind_speed = 0.25 | ||
shader_param/wind_strength = 0.5 | ||
shader_param/noise_scale = 20.0 | ||
shader_param/texture_albedo = ExtResource( 2 ) | ||
shader_param/texture_gradient = SubResource( 2 ) | ||
shader_param/texture_noise = ExtResource( 3 ) |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/leaves/data/s_leaves.shader
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shader_type spatial; | ||
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render_mode depth_draw_opaque, cull_disabled; | ||
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// Texture settings | ||
uniform sampler2D texture_albedo : hint_albedo; | ||
uniform sampler2D texture_gradient : hint_albedo; | ||
uniform sampler2D texture_noise : hint_albedo; | ||
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0); | ||
uniform vec4 transmission : hint_color; | ||
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// Wind settings | ||
uniform vec2 wind_direction = vec2(1, -0.5); | ||
uniform float wind_speed = 1.0; | ||
uniform float wind_strength = 2.0; | ||
uniform float noise_scale = 20.0; | ||
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varying float color; | ||
varying float height; | ||
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void vertex() { | ||
height = VERTEX.y; | ||
float influence = max(max(abs(VERTEX.x), abs(VERTEX.y)), abs(VERTEX.z)) / 6.0; | ||
vec4 world_pos = WORLD_MATRIX * vec4(VERTEX, 1.0); | ||
vec2 uv = world_pos.xz / (noise_scale + 1e-2); | ||
vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed); | ||
float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4; | ||
color = texture(texture_noise, uv).r; | ||
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vec2 wind_offset = -wind_direction * wind_strength * influence * wind; | ||
world_pos.xz += wind_offset; | ||
world_pos.y -= wind * influence * smoothstep(-1.0, height, wind_strength); | ||
vec4 local_pos = inverse(WORLD_MATRIX) * world_pos; | ||
local_pos.x += influence * cos(TIME * 1.0) / 8.0; | ||
local_pos.z += influence * sin(TIME * 1.5) / 8.0; | ||
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VERTEX = local_pos.xyz; | ||
} | ||
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void fragment() { | ||
vec4 tex = texture(texture_albedo, UV); | ||
if (tex.a < alpha_scissor_threshold) { | ||
discard; | ||
} | ||
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TRANSMISSION = transmission.rgb; | ||
vec4 gradient = texture(texture_gradient, UV2); | ||
ALBEDO = tex.rbg * gradient.rgb; | ||
} |
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my-3d-squash-the-creeps/addons/scatter/demos/assets/leaves/data/sprite_0081.png
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my-3d-squash-the-creeps/addons/scatter/demos/assets/leaves/data/sprite_0084.png
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9 changes: 9 additions & 0 deletions
9
my-3d-squash-the-creeps/addons/scatter/demos/assets/leaves/leaves_1.tscn
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[gd_scene load_steps=3 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/leaves/data/leaves_1.glb" type="PackedScene" id=1] | ||
[ext_resource path="res://addons/scatter/demos/assets/leaves/data/m_leaves.tres" type="Material" id=2] | ||
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[node name="leaves_1" instance=ExtResource( 1 )] | ||
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[node name="Plane017" parent="." index="0"] | ||
material/0 = ExtResource( 2 ) |
27 changes: 27 additions & 0 deletions
27
my-3d-squash-the-creeps/addons/scatter/demos/assets/lighting/env.tres
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[gd_resource type="Environment" load_steps=2 format=2] | ||
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[ext_resource path="res://addons/scatter/demos/assets/lighting/sky.tres" type="ProceduralSky" id=1] | ||
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[resource] | ||
background_mode = 2 | ||
background_sky = ExtResource( 1 ) | ||
ambient_light_color = Color( 1, 1, 1, 1 ) | ||
ambient_light_energy = 0.5 | ||
ambient_light_sky_contribution = 0.5 | ||
fog_depth_end = 35.0 | ||
tonemap_mode = 2 | ||
tonemap_exposure = 1.1 | ||
ss_reflections_roughness = false | ||
ssao_radius = 4.0 | ||
ssao_intensity = 1.2 | ||
ssao_color = Color( 0.133333, 0, 0.188235, 1 ) | ||
ssao_quality = 2 | ||
ssao_edge_sharpness = 0.0 | ||
dof_blur_far_distance = 25.0 | ||
dof_blur_far_transition = 10.0 | ||
dof_blur_far_amount = 0.08 | ||
dof_blur_far_quality = 0 | ||
glow_enabled = true | ||
glow_blend_mode = 1 | ||
glow_bicubic_upscale = true |
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