Initial Commit

This commit is contained in:
deed 2023-10-05 20:02:23 +02:00
parent 9923e21436
commit d08dd9891b
912 changed files with 70866 additions and 84 deletions

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.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/

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# Ile De Test # Ile De Test
GODOT 4.2 DEV 5 (pas6)
TOUCHE:
Direction: flèche du clavier ou (zqsd mais ça bug avec le clic droit camera)
## Getting started Camera: clic droit souris
To make it easy for you to get started with GitLab, here's a list of recommended next steps. Sortie : échap
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)! MENU:
## Add your files Encore rien de fonctionnelle
- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files Prochaine Etape:
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command: - UI
- Trouver des noms de variable
``` - Faire un fichier de config
cd existing_repo - Faire une localisation
git remote add origin https://port.numenaute.org/deed/ile-de-test.git
git branch -M main
git push -uf origin main
```
## Integrate with your tools
- [ ] [Set up project integrations](https://port.numenaute.org/deed/ile-de-test/-/settings/integrations)
## Collaborate with your team
- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
- [ ] [Set auto-merge](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
## Test and Deploy
Use the built-in continuous integration in GitLab.
- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing(SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thank you to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.

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addons/proton_scatter/LICENSE Executable file
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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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[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="StaticBody3D" index="0"]
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" format=3 uid="uid://c4mot1fo3siox"]
[resource]

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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://bjdgw8o5tr1a3" 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://drdh36j6mu3ah" 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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@ -0,0 +1,7 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://d01d0h08lqqn6"]
[ext_resource type="Texture2D" uid="uid://c7pop5xgpxtiv" 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)
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@ -0,0 +1,90 @@
// 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;
}

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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")
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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")
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@tool
extends Control
# Hides the loading screen when the scatter nodes are ready.
#
# Every Scatter nodes emit a signal called "build_completed" when they are done
# generating their multimeshes.
var _scatter_completed := false
func _ready() -> void:
# Show the loading screen, unless scatter is already done.
visible = not _scatter_completed
# In this example, the Grass is usually the last one to complete, so its
# 'build_completed' signal is connected to this method.
# You could also listen to multiple Scatter nodes and accumulate all the signals
# to be extra safe. How you handle this is up to you.
func _on_scatter_build_completed() -> void:
visible = false
_scatter_completed = true

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