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fire_aura.tres
133 lines (95 loc) · 4.24 KB
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fire_aura.tres
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[gd_resource type="VisualShader" load_steps=12 format=3 uid="uid://dnnw38ptx3rr3"]
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_edadh"]
parameter_name = "aura_scale"
default_value_enabled = true
default_value = 0.007
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_xjh8a"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
op_type = 0
operator = 2
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_wu001"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_kek1c"]
input_name = "time"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_4hxr1"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
op_type = 0
operator = 2
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_aah3k"]
parameter_name = "aura_texture"
texture_type = 1
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_a8gmh"]
expanded_output_ports = [0]
source = 5
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_slun8"]
parameter_name = "aura_color"
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_p5tuk"]
parameter_name = "aura_intensity"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_sy0vd"]
default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(0, 0, 0, 0)]
op_type = 2
operator = 2
[sub_resource type="VisualShaderNodeVec2Parameter" id="VisualShaderNodeVec2Parameter_65y5f"]
parameter_name = "speed"
default_value_enabled = true
default_value = Vector2(1, 1)
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded;
uniform vec4 aura_color : source_color;
uniform float aura_intensity;
uniform vec2 speed = vec2(1.000000, 1.000000);
uniform float aura_scale = 0.00700000021607;
uniform sampler2D aura_texture : source_color;
void fragment() {
// ColorParameter:3
vec4 n_out3p0 = aura_color;
// FloatParameter:4
float n_out4p0 = aura_intensity;
// VectorOp:5
vec4 n_out5p0 = n_out3p0 * vec4(n_out4p0);
// Input:14
float n_out14p0 = TIME;
// Vector2Parameter:8
vec2 n_out8p0 = speed;
// VectorOp:15
vec2 n_out15p0 = vec2(n_out14p0) * n_out8p0;
// UVFunc:13
vec2 n_in13p1 = vec2(1.00000, 1.00000);
vec2 n_out13p0 = n_out15p0 * n_in13p1 + UV;
// FloatParameter:11
float n_out11p0 = aura_scale;
// VectorOp:12
vec2 n_out12p0 = n_out13p0 * vec2(n_out11p0);
vec4 n_out17p0;
// Texture2D:17
n_out17p0 = texture(aura_texture, n_out12p0);
// Output:0
ALBEDO = vec3(n_out5p0.xyz);
ALPHA = n_out17p0.x;
}
"
flags/unshaded = true
nodes/fragment/0/position = Vector2(2140, 160)
nodes/fragment/3/node = SubResource("VisualShaderNodeColorParameter_slun8")
nodes/fragment/3/position = Vector2(20, -360)
nodes/fragment/4/node = SubResource("VisualShaderNodeFloatParameter_p5tuk")
nodes/fragment/4/position = Vector2(80, 320)
nodes/fragment/5/node = SubResource("VisualShaderNodeVectorOp_sy0vd")
nodes/fragment/5/position = Vector2(1081.24, 151.306)
nodes/fragment/8/node = SubResource("VisualShaderNodeVec2Parameter_65y5f")
nodes/fragment/8/position = Vector2(-3760, 1260)
nodes/fragment/11/node = SubResource("VisualShaderNodeFloatParameter_edadh")
nodes/fragment/11/position = Vector2(-2420, 1600)
nodes/fragment/12/node = SubResource("VisualShaderNodeVectorOp_xjh8a")
nodes/fragment/12/position = Vector2(-1480, 1240)
nodes/fragment/13/node = SubResource("VisualShaderNodeUVFunc_wu001")
nodes/fragment/13/position = Vector2(-2300, 720)
nodes/fragment/14/node = SubResource("VisualShaderNodeInput_kek1c")
nodes/fragment/14/position = Vector2(-3740, 660)
nodes/fragment/15/node = SubResource("VisualShaderNodeVectorOp_4hxr1")
nodes/fragment/15/position = Vector2(-2860, 860)
nodes/fragment/16/node = SubResource("VisualShaderNodeTexture2DParameter_aah3k")
nodes/fragment/16/position = Vector2(-700, 1820)
nodes/fragment/17/node = SubResource("VisualShaderNodeTexture_a8gmh")
nodes/fragment/17/position = Vector2(405.879, 1176.03)
nodes/fragment/connections = PackedInt32Array(3, 0, 5, 0, 4, 0, 5, 1, 5, 0, 0, 0, 11, 0, 12, 1, 13, 0, 12, 0, 14, 0, 15, 0, 8, 0, 15, 1, 15, 0, 13, 2, 16, 0, 17, 2, 17, 0, 0, 1, 12, 0, 17, 0)