139 lines
4.6 KiB
Plaintext
139 lines
4.6 KiB
Plaintext
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://effects/npc/wall_struggler/offsets.exr" type="Texture" id=1]
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[ext_resource path="res://effects/npc/wall_struggler/normals.png" type="Texture" id=2]
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[ext_resource path="res://effects/npc/wall_struggler/Struggle_mesh069.mesh" type="ArrayMesh" id=3]
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[ext_resource path="res://effects/npc/wall_struggler/MeatWallStruggle.png" type="Texture" id=4]
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[ext_resource path="res://effects/npc/wall_struggler/WallStruggler.gd" type="Script" id=5]
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[sub_resource type="Shader" id=1]
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code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono's SpatialMaterial.
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shader_type spatial;
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render_mode async_visible,blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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uniform sampler2D offset_map;
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uniform sampler2D normal_map;
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uniform float start_frame = 0;
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uniform float end_frame = 70.0;
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uniform float time_scale = 0.5;
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uniform float start_time = -1000.0;
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void vertex(){
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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float time_int = 1.0;
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//float time = modf(TIME * time_scale, time_int);
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float time = (TIME-start_time) * time_scale;
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float num_frames = end_frame - start_frame;
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float frame_offset = num_frames * INSTANCE_CUSTOM.a;
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float current_frame = start_frame + mod((time * num_frames) + frame_offset, num_frames);
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if (time < 0.0 || time > 1.0) {
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current_frame = 0.0;
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}
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ivec2 tex_size = textureSize(offset_map, 0);
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float pixel_size = 1.0 / float(tex_size.y);
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float frame_floor = clamp(floor(current_frame), start_frame, end_frame);
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float frame_ceil = clamp(ceil(current_frame), start_frame, end_frame);
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vec2 frame_floor_uv_offset = vec2(0.0, -((frame_floor + 0.5) * pixel_size));
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vec2 frame_ceil_uv_offset = vec2(0.0, -((frame_ceil + 0.5) * pixel_size));
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float lerp_factor = current_frame - frame_floor;
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vec3 offset_floor = texture(offset_map, UV2 + frame_floor_uv_offset).xyz;
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vec3 offset_ceil = texture(offset_map, UV2 + frame_ceil_uv_offset).xyz;
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vec3 offset_lerp = mix(offset_floor, offset_ceil, lerp_factor);
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vec3 new_offset = vec3(offset_lerp.x, offset_lerp.z, offset_lerp.y);
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VERTEX += new_offset;
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vec3 normal_floor = texture(normal_map, UV2 + frame_floor_uv_offset).xyz;
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vec3 normal_ceil = texture(normal_map, UV2 + frame_ceil_uv_offset).xyz;
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vec3 normal_lerp = mix(normal_floor, normal_ceil, lerp_factor);
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vec3 new_normal = vec3((normal_lerp.x * 2.0) - 1.0, (normal_lerp.z * 2.0) - 1.0, (normal_lerp.y * 2.0) - 1.0);
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NORMAL = new_normal;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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albedo_tex *= COLOR;
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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SPECULAR = specular;
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}
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"
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[sub_resource type="ShaderMaterial" id=2]
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resource_name = "MeatWallStruggle"
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shader = SubResource( 1 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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shader_param/specular = 0.1
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shader_param/metallic = 0.0
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shader_param/roughness = 0.775
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shader_param/point_size = 1.0
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/start_frame = 0.0
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shader_param/end_frame = 70.0
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shader_param/time_scale = 0.5
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shader_param/start_time = -1000.0
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shader_param/texture_albedo = ExtResource( 4 )
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shader_param/offset_map = ExtResource( 1 )
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shader_param/normal_map = ExtResource( 2 )
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[sub_resource type="BoxShape" id=3]
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extents = Vector3( 1.72965, 1.52498, 0.0716956 )
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[sub_resource type="BoxShape" id=4]
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extents = Vector3( 1, 1, 1.66041 )
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[node name="WallStruggler" type="MeshInstance"]
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transform = Transform( 0.75, 0, 0, 0, 0.75, 0, 0, 0, 0.75, 0, 0, 0 )
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material_override = SubResource( 2 )
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mesh = ExtResource( 3 )
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script = ExtResource( 5 )
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[node name="StaticBody" type="StaticBody" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.215516 )
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[node name="CollisionShape" type="CollisionShape" parent="StaticBody"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.0202021 )
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shape = SubResource( 3 )
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[node name="Area" type="Area" parent="."]
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[node name="CollisionShape" type="CollisionShape" parent="Area"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1.52395, 0, 0, 1.72382 )
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shape = SubResource( 4 )
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[connection signal="body_entered" from="Area" to="." method="_on_Area_body_entered"]
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