removed unused addons

This commit is contained in:
Paul Black 2023-09-10 12:22:40 -06:00
parent b6c09a3a3e
commit fb3b61a70b
223 changed files with 2 additions and 12564 deletions

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addons/.DS_Store vendored

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# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Mono-specific ignores
.mono/
*.import

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MIT License
Copyright (c) 2019 HungryProton
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Scatter
![scatter](https://user-images.githubusercontent.com/52043844/103457605-08084d80-4d01-11eb-98a3-3cdb523d5410.png)
Addon for the Godot game engine to randomly place anything in your scenes.
[See it in action here](https://twitter.com/HungryProton/status/1344623041620402176)
## THIS IS A WORK IN PROGRESS
**This is the version 4 of ProtonScatter. It's only compatible with Godot 4.**
If you're looking for a version compatible with Godot 3.x, check the releases
page or the legacy branch.
V4 is currently being ported from v2.8.x, but it's **breaking compatibility**
due to core changes. You will have to redo your scatter nodes when
moving to v4. (I might write a conversion script if it's technically possible
and not too time consuming but that will have to wait until v4 is stable)
## How to use it
Demos and documentation will return as soon as the addon is in a usable state
## Licence
- This addon is published under the MIT licence.
- Most 2D and 3D assets in the demos folder are MIT, with a few exceptions.
Refer the the LICENCE.md in the assets folder for more details.

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[gd_scene load_steps=5 format=3 uid="uid://b4ted6l27vuyd"]
[ext_resource type="PackedScene" uid="uid://d1d1fag0m04yc" path="res://addons/proton_scatter/demos/assets/models/brick.glb" id="1_bkmk2"]
[ext_resource type="Texture2D" uid="uid://dqa2jfs1jy0hq" path="res://addons/proton_scatter/demos/assets/textures/t_rock.jpg" id="2_235bd"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nwvh2"]
albedo_color = Color(0.678431, 0.596078, 0.466667, 1)
albedo_texture = ExtResource("2_235bd")
uv1_scale = Vector3(0.75, 0.75, 0.75)
uv1_triplanar = true
[sub_resource type="BoxShape3D" id="BoxShape3D_0rrnn"]
size = Vector3(0.4, 0.4, 0.4)
[node name="brick" instance=ExtResource("1_bkmk2")]
[node name="Cube" parent="." index="0"]
material_override = SubResource("StandardMaterial3D_nwvh2")
[node name="StaticBody3D" type="StaticBody3D" parent="." index="1"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="." index="2"]
shape = SubResource("BoxShape3D_0rrnn")

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[gd_scene load_steps=3 format=3 uid="uid://b8abs8me7ckgo"]
[ext_resource type="PackedScene" uid="uid://dbb4culid55v5" path="res://addons/proton_scatter/demos/assets/models/bush.glb" id="1_kv8tm"]
[ext_resource type="Material" uid="uid://bn3fr3m3glrnp" path="res://addons/proton_scatter/demos/assets/materials/m_bush.tres" id="2_bkwoq"]
[node name="bush" instance=ExtResource("1_kv8tm")]
[node name="Bush" parent="." index="0"]
material_override = ExtResource("2_bkwoq")
instance_shader_parameters/camera_bend_strength = 0.0

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[gd_scene load_steps=3 format=3 uid="uid://ctkii8aivl17n"]
[ext_resource type="PackedScene" uid="uid://cmqlv88xp71tw" path="res://addons/proton_scatter/demos/assets/models/dead_branch.glb" id="1_5foyv"]
[ext_resource type="Material" uid="uid://d01d0h08lqqn6" path="res://addons/proton_scatter/demos/assets/materials/m_trunk.tres" id="2_tldro"]
[node name="dead_branch" instance=ExtResource("1_5foyv")]
[node name="DeadBranch" parent="." index="0"]
surface_material_override/0 = ExtResource("2_tldro")

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[gd_scene load_steps=4 format=3 uid="uid://bfcjigq0vdl4d"]
[ext_resource type="PackedScene" uid="uid://6gxiul1pw13t" path="res://addons/proton_scatter/demos/assets/models/fence_planks.glb" id="1"]
[ext_resource type="Material" path="res://addons/proton_scatter/demos/assets/materials/m_fence.tres" id="2"]
[sub_resource type="BoxShape3D" id="BoxShape3D_fesk1"]
size = Vector3(1, 0.5, 0.1)
[node name="fence_planks" instance=ExtResource("1")]
[node name="fence_planks2" parent="." index="0"]
surface_material_override/0 = ExtResource("2")
[node name="StaticBody3D" type="StaticBody3D" parent="." index="1"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.197684, 0.0236663)
shape = SubResource("BoxShape3D_fesk1")

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[gd_scene load_steps=3 format=3 uid="uid://bmglbfn5jaubp"]
[ext_resource type="PackedScene" uid="uid://d3f4d3m7n8tpr" path="res://addons/proton_scatter/demos/assets/models/gobot.glb" id="1_gfyx7"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_rhuea"]
albedo_color = Color(0.278431, 0.54902, 0.74902, 1)
metallic = 0.4
metallic_specular = 0.2
roughness = 0.15
rim_enabled = true
rim = 0.3
[node name="gobot" instance=ExtResource("1_gfyx7")]
[node name="Sphere001" parent="." index="0"]
surface_material_override/0 = SubResource("StandardMaterial3D_rhuea")

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[gd_scene load_steps=3 format=3 uid="uid://c3c76je2y6vfj"]
[ext_resource type="PackedScene" uid="uid://018flajgtx7t" path="res://addons/proton_scatter/demos/assets/models/grass.glb" id="1_203fe"]
[ext_resource type="Material" uid="uid://c4mot1fo3siox" path="res://addons/proton_scatter/demos/assets/materials/m_grass.tres" id="2_sv1ar"]
[node name="grass" instance=ExtResource("1_203fe")]
[node name="Plane011" parent="." index="0"]
instance_shader_parameters/camera_bend_strength = 0.35
surface_material_override/0 = ExtResource("2_sv1ar")

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[gd_scene load_steps=3 format=3 uid="uid://cia3jakp3wj1d"]
[ext_resource type="PackedScene" uid="uid://dcnm2ijk7hj4j" path="res://addons/proton_scatter/demos/assets/models/grass_2.glb" id="1_xyqky"]
[ext_resource type="Material" uid="uid://c4mot1fo3siox" path="res://addons/proton_scatter/demos/assets/materials/m_grass.tres" id="2_63qe5"]
[node name="grass_2" instance=ExtResource("1_xyqky")]
[node name="Grass" parent="." index="0"]
surface_material_override/0 = ExtResource("2_63qe5")

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shader_type spatial;
render_mode depth_draw_opaque, cull_disabled;
// Texture settings
uniform sampler2D texture_albedo : hint_default_white, repeat_disable;
uniform sampler2D texture_gradient : hint_default_white, repeat_disable;
uniform sampler2D texture_noise : hint_default_white;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
uniform vec4 transmission : source_color;
uniform vec4 secondary_color : source_color;
uniform float secondary_attenuation = 0.2;
uniform float grass_height = 1.0;
// Wind settings
uniform vec2 wind_direction = vec2(1, -0.5);
uniform float wind_speed = 1.0;
uniform float wind_strength = 2.0;
uniform float noise_scale = 20.0;
instance uniform float camera_bend_strength : hint_range(0.0, 3.0) = 0.2;
varying float color;
varying float height;
void vertex() {
height = VERTEX.y;
float influence = smoothstep(0, 1, height / 2.0);
vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0);
vec2 uv = world_pos.xz / (noise_scale + 1e-2);
vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed);
float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4;
color = texture(texture_noise, uv).r;
vec2 wind_offset = -wind_direction * wind_strength * influence * wind;
world_pos.xz += wind_offset;
world_pos.y -= wind * influence * smoothstep(0.0, height, wind_strength);
//Push the top vertex away from the camera to bend the grass clump
float ndotv = 1.0 - dot(vec3(0.0, 1.0, 0.0), normalize(INV_VIEW_MATRIX[1].xyz));
world_pos.xz += INV_VIEW_MATRIX[1].xz * camera_bend_strength * height * ndotv;
vec4 local_pos = inverse(MODEL_MATRIX) * world_pos;
local_pos.x += wind_strength * influence * cos(TIME * 1.0) / 8.0;
local_pos.z += wind_strength * influence * sin(TIME * 1.5) / 8.0;
VERTEX = local_pos.xyz;
//NORMAL = vec3(0.0, 1.0, 0.0);
}
void fragment() {
vec4 tex = texture(texture_albedo, UV);
if (tex.a < alpha_scissor_threshold) {
discard;
}
BACKLIGHT = transmission.rgb;
vec4 gradient = texture(texture_gradient, vec2(height / grass_height, 0.0));
float secondary_weight = smoothstep(0.0, 1.0, color - secondary_attenuation);
ALBEDO = tex.rbg * gradient.rgb;
//ALBEDO = mix(ALBEDO, secondary_color.rgb, secondary_weight);
}

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shader_type spatial;
render_mode depth_draw_opaque, cull_disabled;
// Texture settings
uniform sampler2D texture_albedo : hint_default_white, repeat_disable;
uniform sampler2D texture_gradient : hint_default_white;
uniform sampler2D texture_noise : hint_default_white;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
uniform vec4 transmission : source_color;
uniform float total_height = 1.0;
// Wind settings
uniform vec2 wind_direction = vec2(1, -0.5);
uniform float wind_speed = 1.0;
uniform float wind_strength = 2.0;
uniform float noise_scale = 20.0;
varying float color;
varying float height;
void vertex() {
height = VERTEX.y;
vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0);
vec2 uv = (world_pos.xz + VERTEX.yy) / (noise_scale + 1e-2) ;
vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed);
float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4;
color = texture(texture_noise, uv).r;
float wind_influence = smoothstep(0, 1, 1.0 - UV.y);
vec2 wind_offset = -wind_direction * wind_strength * wind_influence * wind;
world_pos.xz += wind_offset;
world_pos.y -= wind * wind_influence * wind_strength * 0.45;
vec4 local_pos = inverse(MODEL_MATRIX) * world_pos;
VERTEX = local_pos.xyz;
//NORMAL = vec3(0.0, 1.0, 0.0);
}
void fragment() {
vec4 tex = texture(texture_albedo, UV);
if (tex.a < alpha_scissor_threshold) {
discard;
}
BACKLIGHT = transmission.rgb;
vec4 gradient = texture(texture_gradient, vec2(height / total_height, 0.0));
ALBEDO = tex.rbg * gradient.rgb;
}

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[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://bn3fr3m3glrnp"]
[ext_resource type="Shader" path="res://addons/proton_scatter/demos/assets/materials/grass.gdshader" id="1_peshr"]
[ext_resource type="Texture2D" uid="uid://b2a6ylo2enm4g" path="res://addons/proton_scatter/demos/assets/textures/t_bush.png" id="2_mbhvd"]
[sub_resource type="Gradient" id="Gradient_122hb"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(0.179688, 0.0759602, 0.0183228, 1, 0.386532, 0.390625, 0.0230687, 1, 1, 0.693237, 0.0687054, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_i0bw2"]
gradient = SubResource("Gradient_122hb")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_eeqpx"]
seed = 1
frequency = 0.002
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7l0n1"]
in_3d_space = true
seamless = true
seamless_blend_skirt = 0.65
noise = SubResource("FastNoiseLite_eeqpx")
[resource]
render_priority = 0
shader = ExtResource("1_peshr")
shader_parameter/alpha_scissor_threshold = 0.25
shader_parameter/transmission = Color(0.619608, 0.541176, 0.101961, 1)
shader_parameter/secondary_color = Color(0, 0, 0, 1)
shader_parameter/secondary_attenuation = 0.2
shader_parameter/grass_height = 0.829
shader_parameter/wind_direction = Vector2(1, -0.5)
shader_parameter/wind_speed = 0.5
shader_parameter/wind_strength = 0.15
shader_parameter/noise_scale = 6.0
shader_parameter/texture_albedo = ExtResource("2_mbhvd")
shader_parameter/texture_gradient = SubResource("GradientTexture1D_i0bw2")
shader_parameter/texture_noise = SubResource("NoiseTexture2D_7l0n1")

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[gd_resource type="SpatialMaterial" format=2]
[resource]
resource_name = "wood"
vertex_color_use_as_albedo = true
albedo_color = Color( 0.568627, 0.466667, 0.372549, 1 )

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[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://c4mot1fo3siox"]
[ext_resource type="Shader" path="res://addons/proton_scatter/demos/assets/materials/grass.gdshader" id="1_fntgl"]
[ext_resource type="Texture2D" uid="uid://d23p13yi7asw0" path="res://addons/proton_scatter/demos/assets/textures/t_grass_2.png" id="2_1odx0"]
[sub_resource type="Gradient" id="Gradient_122hb"]
offsets = PackedFloat32Array(0, 0.473451, 1)
colors = PackedColorArray(0.179688, 0.0855483, 0.00322032, 1, 0.251693, 0.390625, 0.0117187, 1, 1, 0.964706, 0.129412, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_i0bw2"]
gradient = SubResource("Gradient_122hb")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_eeqpx"]
seed = 1
frequency = 0.002
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7l0n1"]
in_3d_space = true
seamless = true
seamless_blend_skirt = 0.65
noise = SubResource("FastNoiseLite_eeqpx")
[resource]
render_priority = 0
shader = ExtResource("1_fntgl")
shader_parameter/alpha_scissor_threshold = 0.3
shader_parameter/transmission = Color(0.737255, 0.72549, 0, 1)
shader_parameter/secondary_color = Color(0, 0, 0, 1)
shader_parameter/secondary_attenuation = 0.2
shader_parameter/grass_height = 0.6
shader_parameter/wind_direction = Vector2(1, -0.5)
shader_parameter/wind_speed = 0.5
shader_parameter/wind_strength = 0.15
shader_parameter/noise_scale = 6.0
shader_parameter/camera_bend_strength = 0.3
shader_parameter/texture_albedo = ExtResource("2_1odx0")
shader_parameter/texture_gradient = SubResource("GradientTexture1D_i0bw2")
shader_parameter/texture_noise = SubResource("NoiseTexture2D_7l0n1")

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[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://djo80ucamk643"]
[ext_resource type="Shader" path="res://addons/proton_scatter/demos/assets/materials/grass.gdshader" id="1_8py1k"]
[ext_resource type="Texture2D" uid="uid://cgenco43aneod" path="res://addons/proton_scatter/demos/assets/textures/t_leaves_1.png" id="2_l2uea"]
[sub_resource type="Gradient" id="Gradient_yy7fg"]
offsets = PackedFloat32Array(0, 0.726872, 0.934272)
colors = PackedColorArray(0.333333, 0.486275, 0.556863, 1, 0.496467, 0.55, 0.1485, 1, 0.898039, 0.670588, 0.0196078, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_rwvaq"]
gradient = SubResource("Gradient_yy7fg")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_wpihy"]
seed = 1
frequency = 0.002
[sub_resource type="NoiseTexture2D" id="NoiseTexture_tgrrr"]
in_3d_space = true
seamless = true
seamless_blend_skirt = 0.65
noise = SubResource("FastNoiseLite_wpihy")
[resource]
render_priority = 0
shader = ExtResource("1_8py1k")
shader_parameter/alpha_scissor_threshold = 0.5
shader_parameter/camera_bend_strength = 0.0
shader_parameter/grass_height = 1.0
shader_parameter/noise_scale = 12.0
shader_parameter/secondary_attenuation = 0.2
shader_parameter/secondary_color = Color(0, 0.305882, 0.211765, 1)
shader_parameter/texture_albedo = ExtResource("2_l2uea")
shader_parameter/texture_gradient = SubResource("GradientTexture1D_rwvaq")
shader_parameter/texture_noise = SubResource("NoiseTexture_tgrrr")
shader_parameter/transmission = Color(1, 0.975296, 0.943663, 1)
shader_parameter/wind_direction = Vector2(1, -0.5)
shader_parameter/wind_speed = 0.5
shader_parameter/wind_strength = 0.05

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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://ds2hjlo70hglg"]
[ext_resource type="Texture2D" uid="uid://bay670hln3ji5" path="res://addons/proton_scatter/demos/assets/textures/mushroom.png" id="1_y0tuv"]
[resource]
albedo_texture = ExtResource("1_y0tuv")

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[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://d28lq2qtgdyie"]
[ext_resource type="Shader" path="res://addons/proton_scatter/demos/assets/materials/leaves.gdshader" id="1_hlncd"]
[ext_resource type="Texture2D" uid="uid://ctpb1w0cr8tqc" path="res://addons/proton_scatter/demos/assets/textures/t_pine_branch.png" id="2_yef44"]
[sub_resource type="Gradient" id="Gradient_pookg"]
offsets = PackedFloat32Array(0.38342, 0.694301, 1)
colors = PackedColorArray(0.059375, 0.078125, 0.07, 1, 0.628287, 0.73, 0.1752, 1, 0.897921, 1, 0, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_n86jv"]
gradient = SubResource("Gradient_pookg")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_t7o5y"]
seed = 1
frequency = 0.002
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_03p8g"]
in_3d_space = true
seamless = true
seamless_blend_skirt = 0.65
noise = SubResource("FastNoiseLite_t7o5y")
[resource]
render_priority = 0
shader = ExtResource("1_hlncd")
shader_parameter/alpha_scissor_threshold = 0.3
shader_parameter/transmission = Color(0.745098, 0.741176, 0, 1)
shader_parameter/total_height = 4.046
shader_parameter/wind_direction = Vector2(1, -0.5)
shader_parameter/wind_speed = 0.2
shader_parameter/wind_strength = 0.05
shader_parameter/noise_scale = 12.0
shader_parameter/texture_albedo = ExtResource("2_yef44")
shader_parameter/texture_gradient = SubResource("GradientTexture1D_n86jv")
shader_parameter/texture_noise = SubResource("NoiseTexture2D_03p8g")

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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://i0jgjmbbl2m5"]
[ext_resource type="Texture2D" uid="uid://fdcwowhvwiia" path="res://addons/proton_scatter/demos/assets/textures/t_rock_dirty.png" id="1_hx37f"]
[resource]
albedo_color = Color(0.439216, 0.407843, 0.388235, 1)
albedo_texture = ExtResource("1_hx37f")
metallic_specular = 0.3
uv1_triplanar = true
uv1_world_triplanar = true

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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://d01d0h08lqqn6"]
[ext_resource type="Texture2D" uid="uid://c72s4mvxck84w" path="res://addons/proton_scatter/demos/assets/textures/t_tree_bark_rough.png" id="1_g4son"]
[resource]
albedo_color = Color(0.470588, 0.376471, 0.309804, 1)
albedo_texture = ExtResource("1_g4son")

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// Source: https://godotshaders.com/shader/toon-water-shader/
shader_type spatial;
const float SMOOTHSTEP_AA = 0.01;
uniform sampler2D surfaceNoise;
uniform sampler2D distortNoise;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform float beer_factor = 0.8;
uniform float foam_distance = 0.01;
uniform float foam_max_distance = 0.4;
uniform float foam_min_distance = 0.04;
uniform vec4 foam_color: source_color = vec4(1.0);
uniform vec2 surface_noise_tiling = vec2(1.0, 4.0);
uniform vec3 surface_noise_scroll = vec3(0.03, 0.03, 0.0);
uniform float surface_noise_cutoff: hint_range(0, 1) = 0.777;
uniform float surface_distortion_amount: hint_range(0, 1) = 0.27;
uniform vec4 _DepthGradientShallow: source_color = vec4(0.325, 0.807, 0.971, 0.725);
uniform vec4 _DepthGradientDeep: source_color = vec4(0.086, 0.407, 1, 0.749);
uniform float _DepthMaxDistance: hint_range(0, 1) = 1.0;
uniform float _DepthFactor = 1.0;
uniform float roughness = 0.25;
uniform float specular = 0.75;
varying vec2 noiseUV;
varying vec2 distortUV;
varying vec3 viewNormal;
vec4 alphaBlend(vec4 top, vec4 bottom)
{
vec3 color = (top.rgb * top.a) + (bottom.rgb * (1.0 - top.a));
float alpha = top.a + bottom.a * (1.0 - top.a);
return vec4(color, alpha);
}
void vertex() {
viewNormal = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
noiseUV = UV * surface_noise_tiling;
distortUV = UV;
}
void fragment(){
// https://www.youtube.com/watch?v=Jq3he9Lbj7M
float depthVal = texture(DEPTH_TEXTURE, SCREEN_UV).r;
float depth = PROJECTION_MATRIX[3][2] / (depthVal + PROJECTION_MATRIX[2][2]);
depth = depth + VERTEX.z;
depth = exp(-depth * beer_factor);
depth = 1.0 - depth;
// Still unsure how to get properly the NORMAL from the camera
// This was generated by ChatGPT xD
vec4 view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depthVal, 1.0);
view_pos /= view_pos.w;
vec3 existingNormal = normalize(cross( dFdx(view_pos.xyz), dFdy(view_pos.xyz)));
float normalDot = clamp(dot(existingNormal.xyz, viewNormal), 0.0, 1.0);
float foamDistance = mix(foam_max_distance, foam_min_distance, normalDot);
float foamDepth = clamp(depth / foamDistance, 0.0, 1.0);
float surfaceNoiseCutoff = foamDepth * surface_noise_cutoff;
vec4 distortNoiseSample = texture(distortNoise, distortUV);
vec2 distortAmount = (distortNoiseSample.xy * 2.0 -1.0) * surface_distortion_amount;
vec2 noise_uv = vec2(
(noiseUV.x + TIME * surface_noise_scroll.x) + distortAmount.x ,
(noiseUV.y + TIME * surface_noise_scroll.y + distortAmount.y)
);
float surfaceNoiseSample = texture(surfaceNoise, noise_uv).r;
float surfaceNoiseAmount = smoothstep(surfaceNoiseCutoff - SMOOTHSTEP_AA, surfaceNoiseCutoff + SMOOTHSTEP_AA, surfaceNoiseSample);
float waterDepth = clamp(depth / _DepthMaxDistance, 0.0, 1.0) * _DepthFactor;
vec4 waterColor = mix(_DepthGradientShallow, _DepthGradientDeep, waterDepth);
vec4 surfaceNoiseColor = foam_color;
surfaceNoiseColor.a *= surfaceNoiseAmount;
vec4 color = alphaBlend(surfaceNoiseColor, waterColor);
ALBEDO = color.rgb;
ALPHA = color.a;
ROUGHNESS = roughness;
SPECULAR = specular;
}

View file

@ -1,40 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://c7mw5tryqfggw"]
[ext_resource type="Shader" path="res://addons/proton_scatter/demos/assets/materials/m_water.gdshader" id="1_j8rl3"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_7bjdc"]
noise_type = 2
fractal_type = 3
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_wxuht"]
seamless = true
noise = SubResource("FastNoiseLite_7bjdc")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_dx86n"]
noise_type = 2
domain_warp_enabled = true
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_1j0ob"]
seamless = true
noise = SubResource("FastNoiseLite_dx86n")
[resource]
render_priority = 0
shader = ExtResource("1_j8rl3")
shader_parameter/beer_factor = 4.0
shader_parameter/foam_distance = 0.01
shader_parameter/foam_max_distance = 0.345
shader_parameter/foam_min_distance = 0.05
shader_parameter/foam_color = Color(1, 1, 1, 0.784314)
shader_parameter/surface_noise_tiling = Vector2(1, 4)
shader_parameter/surface_noise_scroll = Vector3(0.03, 0.03, 0)
shader_parameter/surface_noise_cutoff = 0.875
shader_parameter/surface_distortion_amount = 0.65
shader_parameter/_DepthGradientShallow = Color(0.435294, 0.647059, 0.972549, 0.72549)
shader_parameter/_DepthGradientDeep = Color(0.0823529, 0.392157, 0.701961, 0.862745)
shader_parameter/_DepthMaxDistance = 1.0
shader_parameter/_DepthFactor = 1.0
shader_parameter/roughness = 0.001
shader_parameter/specular = 0.5
shader_parameter/surfaceNoise = SubResource("NoiseTexture2D_1j0ob")
shader_parameter/distortNoise = SubResource("NoiseTexture2D_wxuht")

View file

@ -1,9 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://bodkixm8bubes"]
[ext_resource type="PackedScene" uid="uid://c38uugpgw7hjm" path="res://addons/proton_scatter/demos/assets/models/mushrooms.glb" id="1_spmys"]
[ext_resource type="Material" uid="uid://ds2hjlo70hglg" path="res://addons/proton_scatter/demos/assets/materials/m_mushroom.tres" id="2_y6jw1"]
[node name="mushrooms" instance=ExtResource("1_spmys")]
[node name="Sphere001" parent="." index="0"]
surface_material_override/0 = ExtResource("2_y6jw1")

View file

@ -1,31 +0,0 @@
[gd_scene load_steps=6 format=3 uid="uid://caqxfqurbp3ku"]
[ext_resource type="PackedScene" uid="uid://bhums0j31gm5n" path="res://addons/proton_scatter/demos/assets/models/pine_tree.glb" id="1_hw1e5"]
[ext_resource type="Material" uid="uid://d01d0h08lqqn6" path="res://addons/proton_scatter/demos/assets/materials/m_trunk.tres" id="2_cgtpc"]
[ext_resource type="Material" uid="uid://d28lq2qtgdyie" path="res://addons/proton_scatter/demos/assets/materials/m_pine_leaves.tres" id="2_xnytt"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2xqpo"]
radius = 0.0750397
height = 1.3553
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uhp33"]
radius = 0.101768
height = 0.489166
[node name="pine_tree" instance=ExtResource("1_hw1e5")]
[node name="Trunk" parent="." index="0"]
surface_material_override/0 = ExtResource("2_cgtpc")
[node name="Leaves" parent="." index="1"]
surface_material_override/0 = ExtResource("2_xnytt")
[node name="StaticBody3D" type="StaticBody3D" parent="." index="2"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.661681, 0)
shape = SubResource("CapsuleShape3D_2xqpo")
[node name="CollisionShape3D2" type="CollisionShape3D" parent="StaticBody3D" index="1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.015189, 0)
shape = SubResource("CapsuleShape3D_uhp33")

View file

@ -1,9 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://bltmr2xgs8nq1"]
[ext_resource type="PackedScene" uid="uid://b81l25tbebki4" path="res://addons/proton_scatter/demos/assets/models/small_rock.glb" id="1_e2qk6"]
[ext_resource type="Material" uid="uid://i0jgjmbbl2m5" path="res://addons/proton_scatter/demos/assets/materials/m_rock.tres" id="2_clsfy"]
[node name="small_rock" instance=ExtResource("1_e2qk6")]
[node name="SmallRock" parent="." index="0"]
surface_material_override/0 = ExtResource("2_clsfy")

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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_bxgb5"]
panorama = ExtResource("1_bp1wy")
[sub_resource type="Sky" id="Sky_ju840"]
sky_material = SubResource("PanoramaSkyMaterial_bxgb5")
[sub_resource type="Environment" id="Environment_1kod5"]
background_mode = 2
background_energy_multiplier = 1.25
sky = SubResource("Sky_ju840")
sky_rotation = Vector3(0, 1.13446, 0)
ambient_light_color = Color(0.352941, 0.215686, 0.529412, 1)
ambient_light_sky_contribution = 0.2
ambient_light_energy = 0.5
tonemap_mode = 3
tonemap_white = 1.2
glow_enabled = true
fog_enabled = true
fog_light_color = Color(0.243137, 0.411765, 0.607843, 1)
fog_light_energy = 1.8
fog_density = 0.02
fog_sky_affect = 0.05
fog_height = 4.0
fog_height_density = 0.02
volumetric_fog_temporal_reprojection_enabled = false
adjustment_enabled = true
adjustment_contrast = 1.15
adjustment_saturation = 1.1
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