resized textures, first draft of moving. TODO: Use cubecoordinates EVERYWHERE. Find out a way to check if moving would break a hive

This commit is contained in:
Sch1nken 2024-03-06 04:00:54 +01:00
parent aa4343309c
commit b9df0b4361
68 changed files with 1509 additions and 17 deletions

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@ -0,0 +1,24 @@
shader_type spatial;
//Simple 3D shader to create a force-field effect inspired by Faultless Defense from Guilty Gear Xrd.
//In summary, it takes logic used for simple rim lighting and uses it to create the alpha instead.
render_mode unshaded;//depth_test_disable;
uniform vec4 albedo : source_color;
uniform vec4 emission_color : source_color;
uniform float emission_amount: hint_range(0.0, 16.0) = 5.0f;
uniform float rim_steepness : hint_range(0.0f, 16.0f) = 3.0f; //higher values mean a smaller rim.
void vertex() {
//UV=UV*uv_scale.xy+uv_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
ALBEDO = albedo.rgb;
EMISSION = emission_color.rgb * emission_amount;
//float PI = 3.14159265359;
float NdotV = dot(NORMAL, VIEW);
float rim_light = pow(1.0 - NdotV, rim_steepness);
ALPHA = rim_light * emission_color.a;
}

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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://v74ro6pmr4hw"]
[ext_resource type="Shader" path="res://InsectTiles/HoverShader.gdshader" id="1_pk3ok"]
[resource]
render_priority = 0
shader = ExtResource("1_pk3ok")
shader_parameter/albedo = Color(0, 0, 0, 1)
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_amount = 5.0
shader_parameter/rim_steepness = 0.214

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@ -22,3 +22,6 @@ surface_material_override/0 = SubResource("StandardMaterial3D_80f17")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("ConcavePolygonShape3D_oy7nn")
[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"]
[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]