mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
ported over 2d sprite shaders to 3.0
This commit is contained in:
101
2d/sprite_shaders/default_env.tres
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101
2d/sprite_shaders/default_env.tres
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[gd_resource type="Environment" load_steps=2 format=2]
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[sub_resource type="ProceduralSky" id=1]
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radiance_size = 4
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sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
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sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
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sky_curve = 0.25
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sky_energy = 1.0
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ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
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ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
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ground_curve = 0.01
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ground_energy = 1.0
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sun_color = Color( 1, 1, 1, 1 )
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sun_latitude = 35.0
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sun_longitude = 0.0
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sun_angle_min = 1.0
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sun_angle_max = 100.0
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sun_curve = 0.05
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sun_energy = 16.0
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texture_size = 2
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[resource]
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background_mode = 2
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background_sky = SubResource( 1 )
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background_sky_custom_fov = 0.0
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background_color = Color( 0, 0, 0, 1 )
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background_energy = 1.0
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background_canvas_max_layer = 0
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ambient_light_color = Color( 0, 0, 0, 1 )
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ambient_light_energy = 1.0
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ambient_light_sky_contribution = 1.0
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fog_enabled = false
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fog_color = Color( 0.5, 0.6, 0.7, 1 )
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fog_sun_color = Color( 1, 0.9, 0.7, 1 )
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fog_sun_amount = 0.0
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fog_depth_enabled = true
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fog_depth_begin = 10.0
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fog_depth_curve = 1.0
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fog_transmit_enabled = false
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fog_transmit_curve = 1.0
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fog_height_enabled = false
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fog_height_min = 0.0
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fog_height_max = 100.0
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fog_height_curve = 1.0
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tonemap_mode = 0
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tonemap_exposure = 1.0
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tonemap_white = 1.0
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auto_exposure_enabled = false
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auto_exposure_scale = 0.4
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auto_exposure_min_luma = 0.05
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auto_exposure_max_luma = 8.0
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auto_exposure_speed = 0.5
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ss_reflections_enabled = false
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ss_reflections_max_steps = 64
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ss_reflections_fade_in = 0.15
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ss_reflections_fade_out = 2.0
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ss_reflections_depth_tolerance = 0.2
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ss_reflections_roughness = true
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ssao_enabled = false
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ssao_radius = 1.0
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ssao_intensity = 1.0
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ssao_radius2 = 0.0
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ssao_intensity2 = 1.0
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ssao_bias = 0.01
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ssao_light_affect = 0.0
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ssao_color = Color( 0, 0, 0, 1 )
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ssao_quality = 0
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ssao_blur = 3
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ssao_edge_sharpness = 4.0
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dof_blur_far_enabled = false
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dof_blur_far_distance = 10.0
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dof_blur_far_transition = 5.0
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dof_blur_far_amount = 0.1
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dof_blur_far_quality = 1
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dof_blur_near_enabled = false
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dof_blur_near_distance = 2.0
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dof_blur_near_transition = 1.0
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dof_blur_near_amount = 0.1
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dof_blur_near_quality = 1
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glow_enabled = false
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glow_levels/1 = false
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glow_levels/2 = false
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glow_levels/3 = true
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glow_levels/4 = false
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glow_levels/5 = true
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glow_levels/6 = false
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glow_levels/7 = false
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glow_intensity = 0.8
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glow_strength = 1.0
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glow_bloom = 0.0
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glow_blend_mode = 2
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glow_hdr_threshold = 1.0
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glow_hdr_scale = 2.0
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glow_bicubic_upscale = false
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adjustment_enabled = false
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adjustment_brightness = 1.0
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adjustment_contrast = 1.0
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adjustment_saturation = 1.0
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BIN
2d/sprite_shaders/godotea.png
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BIN
2d/sprite_shaders/godotea.png
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Binary file not shown.
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After Width: | Height: | Size: 135 KiB |
32
2d/sprite_shaders/godotea.png.import
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32
2d/sprite_shaders/godotea.png.import
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@@ -0,0 +1,32 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/godotea.png-418ef4f4be671d254e4230569960266a.stex"
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[deps]
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source_file="res://godotea.png"
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source_md5="2aff20dcb71d855c595ac3520425109f"
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dest_files=[ "res://.import/godotea.png-418ef4f4be671d254e4230569960266a.stex" ]
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dest_md5="d8cfb53d0f75ac9996988654b4ee71d3"
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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BIN
2d/sprite_shaders/icon.png
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BIN
2d/sprite_shaders/icon.png
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Binary file not shown.
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After Width: | Height: | Size: 6.5 KiB |
32
2d/sprite_shaders/icon.png.import
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32
2d/sprite_shaders/icon.png.import
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@@ -0,0 +1,32 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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[deps]
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source_file="res://icon.png"
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source_md5="9830477e08637bb08b61910478973fcb"
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dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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dest_md5="5b0e07992d64807655cea54b12c03c41"
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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19
2d/sprite_shaders/project.godot
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19
2d/sprite_shaders/project.godot
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@@ -0,0 +1,19 @@
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=3
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[application]
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config/name="2D Shaders for Sprites"
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run/main_scene="res://sprite_shaders.tscn"
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config/icon="res://icon.png"
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[rendering]
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environment/default_environment="res://default_env.tres"
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420
2d/sprite_shaders/sprite_shaders.tscn
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420
2d/sprite_shaders/sprite_shaders.tscn
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@@ -0,0 +1,420 @@
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[gd_scene load_steps=23 format=2]
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[ext_resource path="res://godotea.png" type="Texture" id=1]
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[sub_resource type="Shader" id=1]
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code = "shader_type canvas_item;
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uniform float outline_width=2.0;
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uniform vec4 outline_color: hint_color;
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void fragment(){
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vec4 col = texture(TEXTURE,UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa=col.a;
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float mina=col.a;
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a=texture(TEXTURE,UV+vec2(0,-outline_width)*ps).a;
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maxa=max(a,maxa);
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mina=min(a,mina);
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a=texture(TEXTURE,UV+vec2(0,outline_width)*ps).a;
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maxa=max(a,maxa);
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mina=min(a,mina);
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a=texture(TEXTURE,UV+vec2(-outline_width,0)*ps).a;
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maxa=max(a,maxa);
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mina=min(a,mina);
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a=texture(TEXTURE,UV+vec2(outline_width,0)*ps).a;
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maxa=max(a,maxa);
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mina=min(a,mina);
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COLOR=mix(col,outline_color,maxa-mina);
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}"
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[sub_resource type="ShaderMaterial" id=2]
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render_priority = 0
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shader = SubResource( 1 )
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shader_param/outline_width = null
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shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
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_sections_unfolded = [ "shader_param" ]
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[sub_resource type="ShaderMaterial" id=3]
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render_priority = 0
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[sub_resource type="Shader" id=4]
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code = "shader_type canvas_item;
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uniform float outline_width = 2.0;
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uniform vec4 outline_color: hint_color;
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void fragment(){
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa = col.a;
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float mina = col.a;
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a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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COLOR = mix(col, outline_color, maxa-mina);
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}"
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[sub_resource type="ShaderMaterial" id=5]
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render_priority = 0
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shader = SubResource( 4 )
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shader_param/outline_width = 4.0
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shader_param/outline_color = Color( 0, 0, 0, 1 )
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_sections_unfolded = [ "Resource", "shader_param" ]
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[sub_resource type="Shader" id=6]
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code = "shader_type canvas_item;
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render_mode blend_premul_alpha;
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//this shader only works properly with premultiplied alpha blend mode
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uniform float aura_width = 2.0;
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uniform vec4 aura_color:hint_color;
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void fragment(){
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa = col.a;
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float mina = col.a;
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a = texture(TEXTURE, UV + vec2(0, -aura_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(0, aura_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-aura_width, 0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(aura_width, 0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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col.rgb *= col.a;
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COLOR = col;
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float auraa = (maxa-mina);
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COLOR.rgb += aura_color.rgb*(auraa);
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}"
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[sub_resource type="ShaderMaterial" id=7]
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render_priority = 0
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shader = SubResource( 6 )
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shader_param/aura_width = 6.0
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shader_param/aura_color = Color( 0.143326, 0.33235, 0.677765, 0.442 )
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_sections_unfolded = [ "shader_param" ]
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[sub_resource type="Shader" id=8]
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code = "shader_type canvas_item;
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render_mode blend_mix;
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uniform float radius = 4.0;
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void fragment(){
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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col += texture(TEXTURE, UV + vec2(0, -radius)*ps);
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col += texture(TEXTURE, UV + vec2(0, radius)*ps);
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col += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
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col += texture(TEXTURE, UV + vec2(radius, 0)*ps);
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col /= 5.0;
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COLOR = col;
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}"
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[sub_resource type="ShaderMaterial" id=9]
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||||
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render_priority = 0
|
||||
shader = SubResource( 8 )
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||||
shader_param/radius = 4.0
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||||
_sections_unfolded = [ "shader_param" ]
|
||||
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||||
[sub_resource type="Shader" id=10]
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||||
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code = "shader_type canvas_item;
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||||
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render_mode blend_mix;
|
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uniform float fattyness = 2.0;
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void fragment(){
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vec2 ruv = UV - vec2(0.5,0.5);
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vec2 dir = normalize(ruv);
|
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float len = length(ruv);
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len = pow(len*2.0, fattyness)*0.5;
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ruv = len*dir;
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vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
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||||
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COLOR = col;
|
||||
}"
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||||
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||||
[sub_resource type="ShaderMaterial" id=11]
|
||||
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||||
render_priority = 0
|
||||
shader = SubResource( 10 )
|
||||
shader_param/fattyness = 3.0
|
||||
_sections_unfolded = [ "shader_param" ]
|
||||
|
||||
[sub_resource type="Shader" id=12]
|
||||
|
||||
code = "shader_type canvas_item;
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||||
render_mode blend_mix;
|
||||
|
||||
uniform float radius = 5.0;
|
||||
uniform vec4 modulate:hint_color;
|
||||
|
||||
void fragment(){
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||||
vec2 ps = TEXTURE_PIXEL_SIZE;
|
||||
|
||||
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius)*ps);
|
||||
|
||||
shadow += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
|
||||
shadow += texture(TEXTURE, UV + vec2(-radius, radius)*ps);
|
||||
shadow += texture(TEXTURE, UV + vec2(0, -radius)*ps);
|
||||
shadow += texture(TEXTURE, UV + vec2(0, radius)*ps);
|
||||
shadow += texture(TEXTURE, UV + vec2(radius, -radius)*ps);
|
||||
shadow += texture(TEXTURE, UV + vec2(radius, 0)*ps);
|
||||
shadow += texture(TEXTURE, UV + vec2(radius, radius)*ps);
|
||||
shadow /= 8.0;
|
||||
shadow *= modulate;
|
||||
|
||||
vec4 col = texture(TEXTURE, UV);
|
||||
COLOR = mix(shadow, col, col.a);
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=13]
|
||||
|
||||
render_priority = 0
|
||||
shader = SubResource( 12 )
|
||||
shader_param/radius = 8.0
|
||||
shader_param/modulate = Color( 0, 0, 0, 0.501961 )
|
||||
_sections_unfolded = [ "shader_param" ]
|
||||
|
||||
[sub_resource type="Shader" id=14]
|
||||
|
||||
code = "shader_type canvas_item;
|
||||
render_mode blend_mix;
|
||||
|
||||
uniform vec2 offset = vec2(8,8);
|
||||
uniform vec4 modulate:hint_color;
|
||||
|
||||
void fragment(){
|
||||
vec2 ps = TEXTURE_PIXEL_SIZE;
|
||||
|
||||
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset*ps).a*modulate.a);
|
||||
vec4 col = texture(TEXTURE, UV);
|
||||
|
||||
COLOR = mix(shadow, col, col.a);
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=15]
|
||||
|
||||
render_priority = 0
|
||||
shader = SubResource( 14 )
|
||||
shader_param/offset = Vector2( 20, 20 )
|
||||
shader_param/modulate = Color( 0.90625, 0.269043, 0.746948, 1 )
|
||||
_sections_unfolded = [ "shader_param" ]
|
||||
|
||||
[sub_resource type="Shader" id=16]
|
||||
|
||||
code = "shader_type canvas_item;
|
||||
|
||||
render_mode blend_mix;
|
||||
uniform vec4 modulate:hint_color;
|
||||
|
||||
void fragment(){
|
||||
|
||||
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a*modulate.a);
|
||||
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=17]
|
||||
|
||||
render_priority = 0
|
||||
shader = SubResource( 16 )
|
||||
shader_param/modulate = Color( 1, 0.0234375, 0.481201, 0.596706 )
|
||||
_sections_unfolded = [ "shader_param" ]
|
||||
|
||||
[sub_resource type="Shader" id=18]
|
||||
|
||||
code = "shader_type canvas_item;
|
||||
render_mode blend_premul_alpha;
|
||||
|
||||
uniform float radius = 2.0;
|
||||
uniform float amount = 0.6;
|
||||
|
||||
void fragment(){
|
||||
float r = radius;
|
||||
vec2 ps = TEXTURE_PIXEL_SIZE;
|
||||
vec4 col = texture(TEXTURE, UV);
|
||||
vec4 glow = col;
|
||||
|
||||
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
|
||||
|
||||
r *= 2.0;
|
||||
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
|
||||
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
|
||||
|
||||
glow /= 17.0;
|
||||
glow *= amount;
|
||||
col.rgb *= col.a;
|
||||
|
||||
COLOR = glow + col;
|
||||
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=19]
|
||||
|
||||
render_priority = 0
|
||||
shader = SubResource( 18 )
|
||||
shader_param/radius = 12.0
|
||||
shader_param/amount = 0.5
|
||||
_sections_unfolded = [ "shader_param" ]
|
||||
|
||||
[sub_resource type="Shader" id=20]
|
||||
|
||||
code = "shader_type canvas_item;
|
||||
render_mode blend_mix;
|
||||
|
||||
uniform float amount = 20.0;
|
||||
|
||||
void fragment(){
|
||||
|
||||
vec2 uv = UV*0.05;
|
||||
float a = fract(sin(dot(UV, vec2(12.9898, 78.233)))*438.5453);
|
||||
vec4 col = texture(TEXTURE, UV);
|
||||
|
||||
col.a *= pow(a, amount);
|
||||
|
||||
COLOR = col;
|
||||
}"
|
||||
|
||||
[sub_resource type="ShaderMaterial" id=21]
|
||||
|
||||
render_priority = 0
|
||||
shader = SubResource( 20 )
|
||||
shader_param/amount = 4.0
|
||||
_sections_unfolded = [ "shader_param" ]
|
||||
|
||||
[node name="shaders" type="Node2D" index="0"]
|
||||
|
||||
material = SubResource( 2 )
|
||||
position = Vector2( 263.737, 179.444 )
|
||||
scale = Vector2( 0.3, 0.3 )
|
||||
_sections_unfolded = [ "Material", "Region", "Transform" ]
|
||||
|
||||
[node name="normal" type="Sprite" parent="." index="0"]
|
||||
|
||||
material = SubResource( 3 )
|
||||
position = Vector2( -2.16144, 0 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Offset" ]
|
||||
|
||||
[node name="outline" type="Sprite" parent="." index="1"]
|
||||
|
||||
material = SubResource( 5 )
|
||||
position = Vector2( 400, 0 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
[node name="aura" type="Sprite" parent="." index="2"]
|
||||
|
||||
material = SubResource( 7 )
|
||||
position = Vector2( 800, 0 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Animation", "Material", "Offset", "Region", "Transform", "Visibility", "Z Index" ]
|
||||
|
||||
[node name="blur" type="Sprite" parent="." index="3"]
|
||||
|
||||
material = SubResource( 9 )
|
||||
position = Vector2( 1200, 0 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
[node name="fatty" type="Sprite" parent="." index="4"]
|
||||
|
||||
material = SubResource( 11 )
|
||||
position = Vector2( 1600, 0 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
[node name="dropshadow" type="Sprite" parent="." index="5"]
|
||||
|
||||
material = SubResource( 13 )
|
||||
position = Vector2( 0, 800 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
[node name="offsetshadow" type="Sprite" parent="." index="6"]
|
||||
|
||||
material = SubResource( 15 )
|
||||
position = Vector2( 400, 800 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
[node name="silouette" type="Sprite" parent="." index="7"]
|
||||
|
||||
material = SubResource( 17 )
|
||||
position = Vector2( 800, 800 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
[node name="glow" type="Sprite" parent="." index="8"]
|
||||
|
||||
material = SubResource( 19 )
|
||||
position = Vector2( 1200, 800 )
|
||||
texture = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Material", "Transform", "Z Index" ]
|
||||
|
||||
[node name="dissintegrate" type="Sprite" parent="." index="9"]
|
||||
|
||||
material = SubResource( 21 )
|
||||
position = Vector2( 1600, 800 )
|
||||
texture = ExtResource( 1 )
|
||||
region_rect = Rect2( 141, 115, 39, 6 )
|
||||
_sections_unfolded = [ "Material", "Transform" ]
|
||||
|
||||
|
||||
Reference in New Issue
Block a user