[gd_scene load_steps=10 format=2] [ext_resource path="res://effects/npc/wall_struggler/offsets.exr" type="Texture" id=1] [ext_resource path="res://effects/npc/wall_struggler/normals.png" type="Texture" id=2] [ext_resource path="res://effects/npc/wall_struggler/Struggle_mesh069.mesh" type="ArrayMesh" id=3] [ext_resource path="res://effects/npc/wall_struggler/MeatWallStruggle.png" type="Texture" id=4] [ext_resource path="res://effects/npc/wall_struggler/WallStruggler.gd" type="Script" id=5] [sub_resource type="Shader" id=1] 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_disabled,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; uniform sampler2D offset_map; uniform sampler2D normal_map; uniform float start_frame = 0; uniform float end_frame = 70.0; uniform float time_scale = 0.5; uniform float start_time = -1000.0; void vertex(){ UV=UV*uv1_scale.xy+uv1_offset.xy; float time_int = 1.0; //float time = modf(TIME * time_scale, time_int); float time = (TIME-start_time) * time_scale; float num_frames = end_frame - start_frame; float frame_offset = num_frames * INSTANCE_CUSTOM.a; float current_frame = start_frame + mod((time * num_frames) + frame_offset, num_frames); if (time < 0.0 || time > 1.0) { current_frame = 0.0; } ivec2 tex_size = textureSize(offset_map, 0); float pixel_size = 1.0 / float(tex_size.y); float frame_floor = clamp(floor(current_frame), start_frame, end_frame); float frame_ceil = clamp(ceil(current_frame), start_frame, end_frame); vec2 frame_floor_uv_offset = vec2(0.0, -((frame_floor + 0.5) * pixel_size)); vec2 frame_ceil_uv_offset = vec2(0.0, -((frame_ceil + 0.5) * pixel_size)); float lerp_factor = current_frame - frame_floor; vec3 offset_floor = texture(offset_map, UV2 + frame_floor_uv_offset).xyz; vec3 offset_ceil = texture(offset_map, UV2 + frame_ceil_uv_offset).xyz; vec3 offset_lerp = mix(offset_floor, offset_ceil, lerp_factor); vec3 new_offset = vec3(offset_lerp.x, offset_lerp.z, offset_lerp.y); VERTEX += new_offset; vec3 normal_floor = texture(normal_map, UV2 + frame_floor_uv_offset).xyz; vec3 normal_ceil = texture(normal_map, UV2 + frame_ceil_uv_offset).xyz; vec3 normal_lerp = mix(normal_floor, normal_ceil, lerp_factor); 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); NORMAL = new_normal; } 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; } " [sub_resource type="ShaderMaterial" id=2] resource_name = "MeatWallStruggle" shader = SubResource( 1 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.1 shader_param/metallic = 0.0 shader_param/roughness = 0.775 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/start_frame = 0.0 shader_param/end_frame = 70.0 shader_param/time_scale = 0.5 shader_param/start_time = -1000.0 shader_param/texture_albedo = ExtResource( 4 ) shader_param/offset_map = ExtResource( 1 ) shader_param/normal_map = ExtResource( 2 ) [sub_resource type="BoxShape" id=3] extents = Vector3( 1.72965, 1.52498, 0.0716956 ) [sub_resource type="BoxShape" id=4] extents = Vector3( 1, 1, 1.66041 ) [node name="WallStruggler" type="MeshInstance"] transform = Transform( 0.75, 0, 0, 0, 0.75, 0, 0, 0, 0.75, 0, 0, 0 ) material_override = SubResource( 2 ) mesh = ExtResource( 3 ) script = ExtResource( 5 ) [node name="StaticBody" type="StaticBody" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.215516 ) [node name="CollisionShape" type="CollisionShape" parent="StaticBody"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.0202021 ) shape = SubResource( 3 ) [node name="Area" type="Area" parent="."] [node name="CollisionShape" type="CollisionShape" parent="Area"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1.52395, 0, 0, 1.72382 ) shape = SubResource( 4 ) [connection signal="body_entered" from="Area" to="." method="_on_Area_body_entered"]