[gd_scene load_steps=7 format=3 uid="uid://cpap2mt61s2m"] [sub_resource type="Shader" id="Shader_opj16"] code = "// NOTE: Shader automatically converted from Godot Engine 4.2.1.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,unshaded; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable; uniform float point_size : hint_range(0,128); uniform float roughness : hint_range(0,1); uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable; uniform float specular; uniform float metallic; uniform int particles_anim_h_frames; uniform int particles_anim_v_frames; uniform bool particles_anim_loop; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform sampler2D life_alpha : repeat_disable; varying float life; void vertex() { life = INSTANCE_CUSTOM.y; UV=UV*uv1_scale.xy+uv1_offset.xy; mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) ,normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]); mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); MODELVIEW_MATRIX = VIEW_MATRIX * mat_world; MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX); float h_frames = float(particles_anim_h_frames); float v_frames = float(particles_anim_v_frames); float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames); float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames)); if (!particles_anim_loop) { particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0); } else { particle_frame = mod(particle_frame, particle_total_frames); } UV /= vec2(h_frames, v_frames); UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames); } void fragment() { if (length(UV - vec2(0.5)) > 0.05) { discard; } vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; ALPHA = texture(life_alpha, vec2(life)).r; } " [sub_resource type="Curve" id="Curve_x40c4"] _data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.904632, 0.855861), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0] point_count = 3 [sub_resource type="CurveTexture" id="CurveTexture_j7b0c"] curve = SubResource("Curve_x40c4") [sub_resource type="ShaderMaterial" id="ShaderMaterial_cn13f"] render_priority = 0 shader = SubResource("Shader_opj16") shader_parameter/albedo = Color(1, 1, 1, 1) shader_parameter/point_size = 1.0 shader_parameter/roughness = 1.0 shader_parameter/metallic_texture_channel = Vector4(0, 0, 0, 0) shader_parameter/specular = 0.5 shader_parameter/metallic = 0.0 shader_parameter/particles_anim_h_frames = 1 shader_parameter/particles_anim_v_frames = 1 shader_parameter/particles_anim_loop = false shader_parameter/uv1_scale = Vector3(1, 1, 1) shader_parameter/uv1_offset = Vector3(0, 0, 0) shader_parameter/uv2_scale = Vector3(1, 1, 1) shader_parameter/uv2_offset = Vector3(0, 0, 0) shader_parameter/life_alpha = SubResource("CurveTexture_j7b0c") [sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_c4a1g"] emission_shape = 3 emission_box_extents = Vector3(10, 0, 2) turbulence_enabled = true turbulence_noise_strength = 0.05 turbulence_noise_scale = 2.756 [sub_resource type="QuadMesh" id="QuadMesh_sfy6f"] [node name="GPUParticles3D" type="GPUParticles3D"] material_override = SubResource("ShaderMaterial_cn13f") amount = 300 lifetime = 10.0 preprocess = 10.0 local_coords = true process_material = SubResource("ParticleProcessMaterial_c4a1g") draw_pass_1 = SubResource("QuadMesh_sfy6f")