resized textures, first draft of moving. TODO: Use cubecoordinates EVERYWHERE. Find out a way to check if moving would break a hive
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24
InsectTiles/HoverShader.gdshader
Normal file
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@ -0,0 +1,24 @@
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shader_type spatial;
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//Simple 3D shader to create a force-field effect inspired by Faultless Defense from Guilty Gear Xrd.
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//In summary, it takes logic used for simple rim lighting and uses it to create the alpha instead.
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render_mode unshaded;//depth_test_disable;
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uniform vec4 albedo : source_color;
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uniform vec4 emission_color : source_color;
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uniform float emission_amount: hint_range(0.0, 16.0) = 5.0f;
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uniform float rim_steepness : hint_range(0.0f, 16.0f) = 3.0f; //higher values mean a smaller rim.
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void vertex() {
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//UV=UV*uv_scale.xy+uv_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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ALBEDO = albedo.rgb;
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EMISSION = emission_color.rgb * emission_amount;
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//float PI = 3.14159265359;
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float NdotV = dot(NORMAL, VIEW);
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float rim_light = pow(1.0 - NdotV, rim_steepness);
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ALPHA = rim_light * emission_color.a;
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}
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11
InsectTiles/HoverShader.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://v74ro6pmr4hw"]
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[ext_resource type="Shader" path="res://InsectTiles/HoverShader.gdshader" id="1_pk3ok"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_pk3ok")
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shader_parameter/albedo = Color(0, 0, 0, 1)
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_amount = 5.0
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shader_parameter/rim_steepness = 0.214
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@ -22,3 +22,6 @@ surface_material_override/0 = SubResource("StandardMaterial3D_80f17")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("ConcavePolygonShape3D_oy7nn")
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[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"]
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[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]
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