Removed the 3d shaders/materials/3d things form spell effects.

This commit is contained in:
Relintai 2021-03-09 12:58:23 +01:00
parent f703a8aef5
commit 5e93ed7e4f
29 changed files with 6 additions and 653 deletions

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@ -1,9 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

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@ -1,9 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://modules/core/shaders/4_standard_character_shader.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

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@ -1,7 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://modules/core/shaders/6_standard_shader_notex.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

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@ -1,9 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://modules/core/shaders/6_standard_shader_notex.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

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@ -1,9 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://modules/core/shaders/7_standard_character_shader_notex.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )

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@ -1,4 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
flags_vertex_lighting = true

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@ -1,7 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://materials/voxelman_shader.tres" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/Color = Color( 1, 1, 1, 1 )

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@ -1,9 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
flags_vertex_lighting = true
vertex_color_use_as_albedo = true
vertex_color_is_srgb = true
params_diffuse_mode = 1
params_specular_mode = 4
metallic_specular = 0.0

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@ -1,5 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
flags_vertex_lighting = true
vertex_color_use_as_albedo = true

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@ -1,9 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=2]
[ext_resource path="res://materials/voxelman_shader.tres" type="Shader" id=1]
[ext_resource path="res://voxel_textures/a2.png" type="Texture" id=2]
[resource]
shader = ExtResource( 1 )
shader_param/Color = Color( 1, 1, 1, 1 )
shader_param/albedo = ExtResource( 2 )

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@ -1,6 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
flags_vertex_lighting = true
vertex_color_use_as_albedo = true
params_specular_mode = 4

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@ -1,94 +0,0 @@
[gd_resource type="VisualShader" load_steps=7 format=2]
[sub_resource type="VisualShaderNodeVectorOp" id=1]
output_port_for_preview = 0
operator = 2
[sub_resource type="VisualShaderNodeColorUniform" id=2]
uniform_name = "Color"
[sub_resource type="VisualShaderNodeInput" id=3]
input_name = "color"
[sub_resource type="VisualShaderNodeInput" id=4]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorOp" id=5]
operator = 2
[sub_resource type="VisualShaderNodeTextureUniform" id=6]
uniform_name = "albedo"
[resource]
code = "shader_type spatial;
render_mode specular_disabled, ambient_light_disabled, vertex_lighting;
uniform sampler2D albedo;
uniform vec4 Color : hint_color;
void vertex() {
// Output:0
}
void fragment() {
// Input:2
vec3 n_out2p0;
n_out2p0 = vec3(UV,0.0);
// TextureUniform:9
vec3 n_out9p0;
float n_out9p1;
{
vec4 n_tex_read = texture( albedo , n_out2p0.xy );
n_out9p0 = n_tex_read.rgb;
n_out9p1 = n_tex_read.a;
}
// Input:14
vec3 n_out14p0;
n_out14p0 = COLOR.rgb;
// VectorOp:11
vec3 n_out11p0;
n_out11p0 = n_out9p0 * n_out14p0;
// ColorUniform:13
vec3 n_out13p0;
float n_out13p1;
n_out13p0 = Color.rgb;
n_out13p1 = Color.a;
// VectorOp:7
vec3 n_out7p0;
n_out7p0 = n_out11p0 * n_out13p0;
// Output:0
ALBEDO = n_out7p0;
}
void light() {
// Output:0
}
"
modes/specular = 4
flags/ambient_light_disabled = true
flags/vertex_lighting = true
nodes/fragment/0/position = Vector2( 1080, 40 )
nodes/fragment/2/node = SubResource( 4 )
nodes/fragment/2/position = Vector2( -20, 80 )
nodes/fragment/7/node = SubResource( 5 )
nodes/fragment/7/position = Vector2( 640, 180 )
nodes/fragment/9/node = SubResource( 6 )
nodes/fragment/9/position = Vector2( 160, 20 )
nodes/fragment/11/node = SubResource( 1 )
nodes/fragment/11/position = Vector2( 420, 100 )
nodes/fragment/13/node = SubResource( 2 )
nodes/fragment/13/position = Vector2( 0, 440 )
nodes/fragment/14/node = SubResource( 3 )
nodes/fragment/14/position = Vector2( -60, 220 )
nodes/fragment/connections = PoolIntArray( 2, 0, 9, 0, 9, 0, 11, 0, 11, 0, 7, 0, 13, 0, 7, 1, 14, 0, 11, 1, 7, 0, 0, 0, 2, 0, 9, 0, 9, 0, 11, 0, 11, 0, 7, 0, 13, 0, 7, 1, 14, 0, 11, 1, 7, 0, 0, 0 )

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@ -1,29 +0,0 @@
[gd_resource type="Shader" format=2]
[resource]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,specular_disabled,vertex_lighting;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
void fragment() {
vec2 base_uv = UV;
vec2 base_uv2 = UV2;
vec4 albedo_tex = texture(texture_albedo, base_uv);
float ratio = COLOR.a;
if (ratio < 0.998) {
vec4 albedo_tex2 = texture(texture_albedo, base_uv2);
albedo_tex *= ratio;
albedo_tex2 *= 1.0 - ratio;
albedo_tex += albedo_tex2;
}
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
}
"

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@ -1,19 +0,0 @@
shader_type spatial;
render_mode blend_add,depth_draw_opaque,cull_disabled,specular_disabled,unshaded;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
void vertex() {
mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_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 = INV_CAMERA_MATRIX * mat_world;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
ALPHA = albedo.a * albedo_tex.a;
}

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@ -1,11 +0,0 @@
shader_type spatial;
render_mode blend_add,depth_draw_opaque,cull_disabled,specular_disabled,unshaded;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
ALPHA = albedo.a * albedo_tex.a;
}

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@ -1,17 +0,0 @@
[gd_resource type="Shader" format=2]
[resource]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,specular_disabled,vertex_lighting;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
}
"

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@ -1,17 +0,0 @@
[gd_resource type="Shader" format=2]
[resource]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,specular_disabled,vertex_lighting;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
}
"

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@ -1,12 +0,0 @@
[gd_resource type="Shader" format=2]
[resource]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,specular_disabled,vertex_lighting;
uniform vec4 albedo : hint_color;
//uniform sampler2D texture_albedo : hint_albedo;
void fragment() {
ALBEDO = COLOR.rgb;
}
"

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@ -1,12 +0,0 @@
[gd_resource type="Shader" format=2]
[resource]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,specular_disabled,vertex_lighting;
uniform vec4 albedo : hint_color;
void fragment() {
vec3 color = albedo.rgb * COLOR.rgb;
ALBEDO = color;
}
"

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@ -1,31 +1,3 @@
[gd_scene load_steps=5 format=2]
[gd_scene format=2]
[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=1]
[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/small_star.png" type="Texture" id=2]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/texture_albedo = ExtResource( 2 )
[sub_resource type="QuadMesh" id=2]
material = SubResource( 1 )
[node name="AOSCastFinish" type="CPUParticles"]
emitting = false
amount = 4
lifetime = 4.0
one_shot = true
mesh = SubResource( 2 )
emission_shape = 1
emission_sphere_radius = 0.1
gravity = Vector3( 0, 0, 0 )
angular_velocity = 234.0
angular_velocity_random = 0.09
linear_accel = 0.1
linear_accel_random = 0.1
scale_amount = 0.7
color = Color( 0.0352941, 0.286275, 0.0823529, 1 )
hue_variation = 0.13
[node name="Spatial" type="Spatial"]

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@ -1,42 +1,3 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=1]
[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/star.png" type="Texture" id=2]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 1 )
shader_param/albedo = Color( 0.0627451, 0.741176, 0.619608, 1 )
shader_param/texture_albedo = ExtResource( 2 )
[sub_resource type="QuadMesh" id=2]
material = SubResource( 1 )
[sub_resource type="Animation" id=3]
resource_name = "Anim"
length = 0.3
step = 0.01
tracks/0/type = "value"
tracks/0/path = NodePath("MeshInstance:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.08, 0.09, 0.3 ),
"transitions": PoolRealArray( 5.09824, 1, 1.31951, 1 ),
"update": 0,
"values": [ Vector3( 0.1, 0.1, 0.1 ), Vector3( 1, 1, 1 ), Vector3( 1, 1, 1 ), Vector3( 0.1, 0.1, 0.1 ) ]
}
[gd_scene format=2]
[node name="AmplifyPain" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( 0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0 )
mesh = SubResource( 2 )
material/0 = null
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
autoplay = "Anim"
anims/Anim = SubResource( 3 )

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@ -1,60 +1,3 @@
[gd_scene load_steps=9 format=2]
[ext_resource path="res://modules/core/shaders/3_simple_y_billboard.shader" type="Shader" id=1]
[ext_resource path="res://modules/core/shaders/2_simple_particle_billboard_shader.shader" type="Shader" id=2]
[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/big_glow.png" type="Texture" id=3]
[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/main_texture.png" type="Texture" id=4]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/texture_albedo = ExtResource( 4 )
[sub_resource type="QuadMesh" id=2]
material = SubResource( 1 )
size = Vector2( 0.1, 0.1 )
[sub_resource type="ShaderMaterial" id=3]
shader = ExtResource( 1 )
shader_param/albedo = Color( 0.027451, 0.537255, 0.317647, 1 )
shader_param/texture_albedo = ExtResource( 3 )
[sub_resource type="QuadMesh" id=4]
material = SubResource( 3 )
size = Vector2( 0.3, 0.3 )
[gd_scene format=2]
[node name="NatureCast" type="Spatial"]
[node name="CPUParticles" type="CPUParticles" parent="."]
amount = 5
lifetime = 0.29
explosiveness = 0.08
randomness = 0.77
lifetime_randomness = 1.0
local_coords = false
mesh = SubResource( 2 )
emission_shape = 1
emission_sphere_radius = 0.1
direction = Vector3( 1, 1, 1 )
spread = 180.0
gravity = Vector3( 0, -9, 0 )
initial_velocity = 1.0
initial_velocity_random = 1.0
angular_velocity = 397.64
angular_velocity_random = 0.2
radial_accel = 1.0
tangential_accel = 6.9
tangential_accel_random = 0.21
damping = 6.54
damping_random = 0.5
angle = 426.5
angle_random = 1.0
scale_amount = 0.3
scale_amount_random = 1.0
color = Color( 0.0901961, 0.501961, 0.247059, 1 )
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 4 )
material/0 = null

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@ -1,85 +1,3 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://modules/entity_classes/naturalist/spell_effects/textures/arrows.png" type="Texture" id=1]
[ext_resource path="res://modules/core/shaders/3_simple_y_billboard.shader" type="Shader" id=2]
[ext_resource path="res://modules/core/materials/2_simple_particle_billboard.tres" type="Material" id=3]
[sub_resource type="QuadMesh" id=1]
material = ExtResource( 3 )
size = Vector2( 0.02, 0.02 )
[sub_resource type="ShaderMaterial" id=2]
shader = ExtResource( 2 )
shader_param/albedo = Color( 0.0470588, 0.898039, 0.380392, 0.435294 )
shader_param/texture_albedo = ExtResource( 1 )
[sub_resource type="QuadMesh" id=3]
material = SubResource( 2 )
size = Vector2( 0.8, 0.8 )
[sub_resource type="Animation" id=4]
length = 2.0
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("MeshInstance:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.5, 1, 1.49, 2 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector3( 0.8, 0.8, 0.8 ), Vector3( 1, 1, 1 ), Vector3( 0.8, 0.8, 0.8 ), Vector3( 1, 1, 1 ), Vector3( 0.8, 0.8, 0.8 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("MeshInstance:rotation_degrees")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 1, 2 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Vector3( 90, 0, 0 ), Vector3( 90, 180, 0 ), Vector3( 90, 360, 0 ) ]
}
[gd_scene format=2]
[node name="NautreSwiftness" type="Spatial"]
[node name="CPUParticles" type="CPUParticles" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0 )
amount = 3
lifetime = 0.8
explosiveness = 0.61
mesh = SubResource( 1 )
emission_shape = 2
emission_box_extents = Vector3( 0.3, 0.2, 0.3 )
direction = Vector3( 0, 1, 0 )
spread = 21.8
gravity = Vector3( 0, 3.26, 0 )
initial_velocity = 1.0
initial_velocity_random = 0.59
angular_velocity = 37.24
angular_velocity_random = 0.61
radial_accel = 1.72
radial_accel_random = 0.44
tangential_accel = 1.72
damping = 3.45
angle = 720.0
angle_random = 0.35
color = Color( 0.117647, 0.866667, 0.560784, 1 )
hue_variation = -0.24
hue_variation_random = 1.0
[node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( 0.8, 0, 0, 0, -3.49691e-08, -0.8, 0, 0.8, -3.49691e-08, 0, 0, 0 )
mesh = SubResource( 3 )
material/0 = null
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
autoplay = "Anim"
anims/Anim = SubResource( 4 )

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@ -1,33 +1,3 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://modules/core/shaders/1_standard_shader.tres" type="Shader" id=1]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 1 )
shader_param/albedo = Color( 0.635294, 0.462745, 0.239216, 1 )
[sub_resource type="CubeMesh" id=2]
material = SubResource( 1 )
size = Vector3( 1, 0.01, 0.01 )
[sub_resource type="ShaderMaterial" id=3]
shader = ExtResource( 1 )
shader_param/albedo = Color( 0.866667, 0.917647, 0.984314, 1 )
[sub_resource type="PrismMesh" id=4]
material = SubResource( 3 )
size = Vector3( 0.01, 0.01, 0.01 )
[gd_scene format=2]
[node name="Arrow" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 0, 0 )
mesh = SubResource( 2 )
material/0 = null
[node name="MeshInstance2" type="MeshInstance" parent="."]
transform = Transform( 2.65431e-14, -1.62921e-07, 1, -1, -1.62921e-07, 0, 1.62921e-07, -1, -1.62921e-07, 0, 0, -0.504589 )
mesh = SubResource( 4 )
material/0 = null