Add shader for backfaces of sink blocks

This commit is contained in:
Spencer Killen 2022-11-29 18:18:57 -07:00
parent c5df54cab5
commit 70d88bb040
Signed by: sjkillen
GPG Key ID: F307025B65C860BA
15 changed files with 159 additions and 42 deletions

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@ -0,0 +1,3 @@
source_md5="b69e58a3b703963508b0c45580e92b83"
dest_md5="0521cc0071c51c7730c641f4be12d07b"

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@ -1,2 +1,2 @@
43123
35121
/home/squirrel/.local/bin/godot_mono

BIN
godot/assets/stringy_meat.jpg (Stored with Git LFS) Normal file

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[remap]
importer="texture"
type="StreamTexture"
path.s3tc="res://.import/stringy_meat.jpg-8af41dda9bee7ed09f987b508cf64292.s3tc.stex"
path.etc2="res://.import/stringy_meat.jpg-8af41dda9bee7ed09f987b508cf64292.etc2.stex"
metadata={
"imported_formats": [ "s3tc", "etc2" ],
"vram_texture": true
}
[deps]
source_file="res://assets/stringy_meat.jpg"
dest_files=[ "res://.import/stringy_meat.jpg-8af41dda9bee7ed09f987b508cf64292.s3tc.stex", "res://.import/stringy_meat.jpg-8af41dda9bee7ed09f987b508cf64292.etc2.stex" ]
[params]
compress/mode=2
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=true
flags/filter=true
flags/mipmaps=true
flags/anisotropic=false
flags/srgb=1
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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@ -1,4 +1,4 @@
extends Area
extends Node
onready var util = get_node("/root/Util")
onready var global_event_bus = get_node("/root/GlobalEventBus")

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://effects/meat_sink_block_texture.tres" type="Material" id=1]
[ext_resource path="res://effects/SinkBlock.gd" type="Script" id=2]
[sub_resource type="CubeMesh" id=3]
[sub_resource type="BoxShape" id=4]
[node name="SinkBlock" type="MeshInstance"]
transform = Transform( 1, 0, 0, 0, 0.264811, 0, 0, 0, 1, 2.72806, 0.561258, 0 )
mesh = SubResource( 3 )
material/0 = ExtResource( 1 )
script = ExtResource( 2 )
[node name="SinkRegion" type="Area" parent="."]
transform = Transform( 1, 0, 0, 0, 3.77628, 0, 0, 0, 1, -2.72806, -2.11947, 0 )
[node name="CollisionShape" type="CollisionShape" parent="SinkRegion"]
transform = Transform( 1, 0, 0, 0, 0.264811, 0, 0, 0, 0.988649, 2.72806, 0.561258, 0 )
shape = SubResource( 4 )
[connection signal="body_entered" from="SinkRegion" to="." method="_on_SinkRegion_body_entered"]
[connection signal="body_exited" from="SinkRegion" to="." method="_on_SinkRegion_body_exited"]

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@ -0,0 +1,66 @@
[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://assets/stringy_meat.jpg" type="Texture" id=1]
[sub_resource type="Shader" id=4]
code = "shader_type spatial;
render_mode unshaded,cull_front;
uniform sampler2D texture_albedo : hint_albedo;
void fragment() {
vec2 uv = SCREEN_UV;
uv.x += sin((TIME + SCREEN_UV.y) * 5.0)/5.0;
ALBEDO = texture(texture_albedo, uv).rgb;
}"
[sub_resource type="ShaderMaterial" id=5]
shader = SubResource( 4 )
shader_param/texture_albedo = ExtResource( 1 )
[sub_resource type="Shader" id=3]
code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono's SpatialMaterial.
shader_type spatial;
render_mode async_visible,blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = roughness;
SPECULAR = specular;
}
"
[resource]
resource_name = "TestMeat"
next_pass = SubResource( 5 )
shader = SubResource( 3 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/roughness = 1.0
shader_param/point_size = 1.0
shader_param/uv1_scale = Vector3( 1, 1, 1 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/uv2_scale = Vector3( 1, 1, 1 )
shader_param/uv2_offset = Vector3( 0, 0, 0 )
shader_param/texture_albedo = ExtResource( 1 )

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@ -1,15 +0,0 @@
extends Node
onready var camera = get_parent()
onready var OnFootPhysics = get_node("../../../../../OnFootPhysics")
onready var default_fov = camera.fov
onready var max_fov = default_fov + 20
var min_speed = 0.5
func _process(_delta):
if OnFootPhysics.velocity.y >= 0.0:
return
var terminal_velocity = -OnFootPhysics.get_terminal_falling_velocity()
var speed = -OnFootPhysics.velocity.y
var weight = (terminal_velocity - speed) / (terminal_velocity - min_speed)
camera.fov = lerp(max_fov, default_fov, weight)

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@ -0,0 +1,18 @@
extends Node
onready var camera = get_parent()
onready var OnFootPhysics = get_node("../../../../../OnFootPhysics")
onready var default_fov = camera.fov
onready var max_fov = default_fov + 20
var min_speed = 0.5
# Commenting out code only addresses falling, but FOV should also change a bit when sprinting.
func _process(_delta):
pass
#if OnFootPhysics.velocity.y >= 0.0:
#
# return
#var terminal_velocity = -OnFootPhysics.get_terminal_falling_velocity()
#var speed = -OnFootPhysics.velocity.y
#var weight = (terminal_velocity - speed) / (terminal_velocity - min_speed)
#camera.fov = lerp(max_fov, default_fov, weight)

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@ -2,7 +2,7 @@ extends Node
onready var global_event_bus = get_node("/root/GlobalEventBus")
var sink_counter = 0
export var SINK_BLOCK_SLOWDOWN_AMOUNT = Vector3(0.8, 0.1, 0.8)
export var SINK_BLOCK_SLOWDOWN_AMOUNT = Vector3(0.7, 0.1, 0.7)
func _ready():
global_event_bus.connect("player_entered_meat_sink", self, "on_player_enter_meat_sink")

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@ -10,7 +10,7 @@
[ext_resource path="res://effects/player/Flashlight.tscn" type="PackedScene" id=8]
[ext_resource path="res://effects/player/MovementSounds.tscn" type="PackedScene" id=9]
[ext_resource path="res://player/CloseToFloor.gd" type="Script" id=10]
[ext_resource path="res://player/FallingFOV.gd" type="Script" id=11]
[ext_resource path="res://player/HighSpeedFOV.gd" type="Script" id=11]
[ext_resource path="res://player/Overlay.gd" type="Script" id=12]
[ext_resource path="res://assets/BloodMush.png" type="Texture" id=13]
@ -51,7 +51,7 @@ root_node = NodePath("../CameraAnimationFSM")
[node name="Flashlight" parent="Smoothing/CameraController/Rotation/Camera" instance=ExtResource( 8 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.00211835, 0 )
[node name="FallingFOV" type="Node" parent="Smoothing/CameraController/Rotation/Camera"]
[node name="HighSpeedFOV" type="Node" parent="Smoothing/CameraController/Rotation/Camera"]
script = ExtResource( 11 )
[node name="OnFootPhysics" type="KinematicBody" parent="."]

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@ -1,18 +1,13 @@
[gd_scene load_steps=8 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://player/player.tscn" type="PackedScene" id=1]
[ext_resource path="res://tests/sink_block/SinkRegion.gd" type="Script" id=2]
[ext_resource path="res://tests/ground_squish/TestMeat.material" type="Material" id=3]
[ext_resource path="res://effects/SinkBlock.tscn" type="PackedScene" id=2]
[sub_resource type="CubeMesh" id=1]
[sub_resource type="ConcavePolygonShape" id=2]
data = PoolVector3Array( -1, 1, 1, 1, 1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, -1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1, 1, 1, -1, -1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, 1, -1, 1, 1, -1, -1, -1, -1, -1 )
[sub_resource type="CubeMesh" id=3]
[sub_resource type="BoxShape" id=4]
[node name="Spatial" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
@ -26,18 +21,4 @@ shape = SubResource( 2 )
[node name="Player" parent="." instance=ExtResource( 1 )]
[node name="SinkBlock" type="MeshInstance" parent="."]
transform = Transform( 1, 0, 0, 0, 0.264811, 0, 0, 0, 1, 2.72806, 0.561258, 0 )
mesh = SubResource( 3 )
material/0 = ExtResource( 3 )
[node name="SinkRegion" type="Area" parent="SinkBlock"]
transform = Transform( 1, 0, 0, 0, 3.77628, 0, 0, 0, 1, -2.72806, -2.11947, 0 )
script = ExtResource( 2 )
[node name="CollisionShape" type="CollisionShape" parent="SinkBlock/SinkRegion"]
transform = Transform( 1, 0, 0, 0, 0.264811, 0, 0, 0, 0.988649, 2.72806, 0.561258, 0 )
shape = SubResource( 4 )
[connection signal="body_entered" from="SinkBlock/SinkRegion" to="SinkBlock/SinkRegion" method="_on_SinkRegion_body_entered"]
[connection signal="body_exited" from="SinkBlock/SinkRegion" to="SinkBlock/SinkRegion" method="_on_SinkRegion_body_exited"]
[node name="SinkBlock" parent="." instance=ExtResource( 2 )]