Drone as CharacterBody3D
This commit is contained in:
9
core/resources/materials/black_carbon_fiber.tres
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9
core/resources/materials/black_carbon_fiber.tres
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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://d0gkxc5fuh354"]
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[ext_resource type="Texture2D" uid="uid://c2qrve7v33f01" path="res://assets/textures/Kenny's Prototype Textures PNG/Dark/texture_black (1).png" id="1_6mcyk"]
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[resource]
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albedo_texture = ExtResource("1_6mcyk")
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roughness = 0.5
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uv1_scale = Vector3(0.15, 0.15, 0.15)
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uv1_triplanar = true
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6
core/resources/materials/black_screw.tres
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6
core/resources/materials/black_screw.tres
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://cyyhyowgl74ic"]
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[resource]
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albedo_color = Color(0.28485, 0.28485, 0.28485, 1)
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metallic = 1.0
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roughness = 0.8
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6
core/resources/materials/green_battery.tres
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6
core/resources/materials/green_battery.tres
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://bs525pbcpqua6"]
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[resource]
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albedo_color = Color(0.298895, 0.980368, 0.360663, 1)
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metallic_specular = 0.8
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roughness = 0.6
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23
core/resources/materials/pink_motor.tres
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23
core/resources/materials/pink_motor.tres
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[gd_resource type="StandardMaterial3D" load_steps=4 format=3 uid="uid://uy2txkh3slat"]
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[sub_resource type="Gradient" id="Gradient_nwimj"]
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offsets = PackedFloat32Array(0.285714, 0.857143)
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colors = PackedColorArray(0.46918, 0.233464, 0.330482, 1, 1, 1, 1, 1)
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_symyh"]
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noise_type = 0
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frequency = 0.0028
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fractal_type = 3
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fractal_octaves = 10
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_6qupf"]
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seamless = true
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color_ramp = SubResource("Gradient_nwimj")
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noise = SubResource("FastNoiseLite_symyh")
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[resource]
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albedo_color = Color(0.57906, 0.301518, 0.414739, 1)
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albedo_texture = SubResource("NoiseTexture2D_6qupf")
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metallic = 1.0
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roughness = 0.29
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uv1_triplanar = true
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8
core/resources/materials/prop_green_plastic.tres
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8
core/resources/materials/prop_green_plastic.tres
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://b2okmc5xyxhkm"]
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[resource]
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transparency = 1
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diffuse_mode = 2
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albedo_color = Color(0.141176, 0.239216, 0.0862745, 0.784314)
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metallic_specular = 0.6
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roughness = 0.4
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6
core/resources/materials/prop_orange_plastic.tres
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6
core/resources/materials/prop_orange_plastic.tres
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://dpaqrdyltu0hj"]
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[resource]
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transparency = 1
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albedo_color = Color(0.898039, 0.392157, 0.258824, 0.784314)
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roughness = 0.4
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6
core/resources/materials/tan_controller_stack.tres
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6
core/resources/materials/tan_controller_stack.tres
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://is2nkfruok8v"]
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[resource]
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albedo_color = Color(0.807964, 0.6722, 0.473427, 1)
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metallic_specular = 0.8
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roughness = 0.6
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90
core/resources/shaders/vhs.gdshader
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90
core/resources/shaders/vhs.gdshader
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/* License CC BY-NC-SA 4.0 Deed */
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/* https://creativecommons.org/licenses/by-nc-sa/4.0/ */
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/* Fork of Ryk's VCR distortion shader */
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/* https://www.shadertoy.com/view/ldjGzV */
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shader_type canvas_item;
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uniform sampler2D screen_texture: hint_screen_texture, filter_linear_mipmap, repeat_disable;
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group_uniforms Image;
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uniform float curvature: hint_range(0., 10., .01) = 2.;
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uniform float skip: hint_range(0., 1., .01) = 1.;
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uniform float image_flicker: hint_range(0., 1., .01) = 1.;
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group_uniforms Vignette;
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uniform float vignette_flicker_speed: hint_range(0., 2., .01) = 1.;
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uniform float vignette_strength: hint_range(0., 2., 0.01) = 1.;
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group_uniforms Scanlines;
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uniform float small_scanlines_speed: hint_range(0., 10., .01) = 1.;
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uniform float small_scanlines_proximity: hint_range(.01, 2., .01) = 1.;
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uniform float small_scanlines_opacity: hint_range(0.01, 5., .01) = 1.;
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uniform float scanlines_opacity: hint_range(0., 2., .01) = 1.;
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uniform float scanlines_speed: hint_range(0., 5., .01) = 1.;
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uniform float scanline_thickness: hint_range(0., .6, .01) = 0.5;
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uniform float scanlines_spacing: hint_range(0.3, 3., .01) = 1.;
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group_uniforms Noise;
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uniform sampler2D noise_texture: filter_linear_mipmap, repeat_enable;
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float noise(vec2 p, vec2 uv)
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{
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float s = texture(noise_texture,vec2(1.*TIME,2.*TIME)*8. + p*1.).x;
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s *= s;
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return s;
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}
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float onOff(float a, float b, float c)
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{
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return step(c, sin(TIME + a*cos(TIME*b)));
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}
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float ramp(float y, float start, float end)
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{
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float inside = step(start,y) - step(end,y);
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float fact = (y-start)/(end-start)*inside;
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return (1.-fact) * inside;
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}
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float stripes(vec2 uv)
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{
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float noi = noise(uv*vec2(0.5,1.) + vec2(1.,3.), uv)*scanlines_opacity;
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return ramp(mod(uv.y*4.*scanlines_spacing + TIME*scanlines_speed/(2.*scanlines_spacing)+sin(TIME*scanlines_speed + sin(TIME*scanlines_speed*0.63*scanlines_spacing)),1.),scanline_thickness,.6)*noi;
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}
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vec3 getVideo(vec2 uv)
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{
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vec2 look = uv;
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float window = 1./(1.+20.*(look.y-mod(TIME/4.,1.))*(look.y-mod(TIME/4.,1.)))*image_flicker;
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look.x = look.x + sin(look.y*10. + TIME)/50.*onOff(4.,4.,.3)*(1.+cos(TIME*80.))*window;
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float vShift = 0.4*onOff(2.,3.,.9)*(sin(TIME)*sin(TIME*20.)+(0.5 + 0.1*sin(TIME*200.)*cos(TIME)))*skip;
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look.y = mod(look.y + vShift, 1.);
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vec3 video = texture(screen_texture,look).xyz;
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return video;
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}
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vec2 screenDistort(vec2 uv)
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{
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uv -= vec2(.5,.5);
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uv = uv*1.2*(1./1.2+curvature*uv.x*uv.x*uv.y*uv.y);
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uv += vec2(.5,.5);
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return uv;
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}
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void fragment()
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{
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vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy;
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uv = screenDistort(uv);
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vec3 video = getVideo(uv);
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float vigAmt = 3.+.3*sin(TIME*vignette_flicker_speed+1. + 5.*cos(TIME*5.*vignette_flicker_speed+1.));
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vigAmt *= vignette_strength;
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float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5));
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video += stripes(uv);
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video += noise(uv*2., uv)/2.;
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video *= vignette;
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video *= (12./small_scanlines_opacity+mod(uv.y*30.*small_scanlines_proximity+TIME*small_scanlines_speed,1.))/13.*small_scanlines_opacity;
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COLOR = vec4(video,1.0);
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}
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