Pixelate and Vignette

This commit is contained in:
Mario Brandao 2023-12-13 21:47:08 +01:00
parent eed87e562a
commit 0fc19ef815
11 changed files with 297 additions and 7 deletions

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@ -28,6 +28,18 @@
![Rain](./docs/images/particles/rain.png)
## Camera Effects
These effects are mostly to be placed as a child of Camera object
### Pixelate
![Pixelate](./docs/images/camera-effects/pixelate.png)
### Vignette (danger)
![Vignette](./docs/images/camera-effects/vignette.png)
## License
* Kenney Particle Pack is copyrighted by Kenney, and can be found at https://kenney.nl/assets/particle-pack

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@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bn4ahbc65y07q"]
[ext_resource type="Script" path="res://tool_generator.gd" id="1_icvd2"]
[ext_resource type="Script" path="res://addons/kenney_prototype_tools/tool_generator.gd" id="1_icvd2"]
[node name="ToolGen" type="Node"]
script = ExtResource("1_icvd2")

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@ -1,4 +1,13 @@
[gd_scene load_steps=4 format=3 uid="uid://18cjinf3642k"]
[gd_scene load_steps=12 format=3 uid="uid://c051w6upl0t16"]
[ext_resource type="PackedScene" uid="uid://dgv546pcp176" path="res://camera-effects/camera-pixelate.tscn" id="1_1s7cw"]
[ext_resource type="PackedScene" uid="uid://bydyult2k5rcb" path="res://addons/kenney_prototype_tools/scenes/green/green_01.tscn" id="1_61jfr"]
[ext_resource type="PackedScene" uid="uid://b3fmmgvf3owwy" path="res://camera-effects/camera-vignette.tscn" id="2_c86ci"]
[ext_resource type="PackedScene" uid="uid://bjupt5nu14hth" path="res://addons/kenney_prototype_tools/scenes/dark/dark_05.tscn" id="2_xlmfj"]
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[sub_resource type="Environment" id="Environment_tln01"]
glow_blend_mode = 4
@ -13,19 +22,131 @@ size = Vector2(20, 20)
[node name="Node3D" type="Node3D"]
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(0.707107, -0.40558, 0.579228, 0, 0.819152, 0.573576, -0.707107, -0.40558, 0.579228, 30, 30, 30)
transform = Transform3D(0.707107, -0.40558, 0.579228, 0, 0.819152, 0.573577, -0.707107, -0.40558, 0.579228, 29.8522, 29.8536, 29.8522)
environment = SubResource("Environment_tln01")
projection = 1
current = true
fov = 3.8
size = 3.0
fov = 13.5
size = 13.34
[node name="Pixelate" parent="Camera3D" instance=ExtResource("1_1s7cw")]
[node name="Vignette" parent="Camera3D" instance=ExtResource("2_c86ci")]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.5, 0.866025, 0, -0.866025, 0.5, 0, 2, 0)
light_energy = 3.0
light_energy = 2.0
[node name="Scene" type="Node3D" parent="."]
[node name="Ground" type="MeshInstance3D" parent="Scene"]
mesh = SubResource("PlaneMesh_wx71g")
skeleton = NodePath("../..")
[node name="Cube" parent="Scene" instance=ExtResource("1_61jfr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0, 5)
[node name="Cube2" parent="Scene" instance=ExtResource("1_61jfr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 0, 5)
[node name="Cube3" parent="Scene" instance=ExtResource("1_61jfr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 0, 5)
[node name="Cube4" parent="Scene" instance=ExtResource("1_61jfr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 5)
[node name="Cube5" parent="Scene" instance=ExtResource("1_61jfr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 0, 5)
[node name="Cube6" parent="Scene" instance=ExtResource("2_xlmfj")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 0, 4)
[node name="Cube7" parent="Scene" instance=ExtResource("2_xlmfj")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 0, 4)
[node name="Cube12" parent="Scene" instance=ExtResource("2_xlmfj")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 4)
[node name="Cube13" parent="Scene" instance=ExtResource("2_xlmfj")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0, 4)
[node name="Cube14" parent="Scene" instance=ExtResource("2_xlmfj")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 0, 4)
[node name="Cube8" parent="Scene" instance=ExtResource("3_xj16f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0, 6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 0, 6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0, 7)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 0, 3)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 3)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0, 3)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 2)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, -5)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0, -5)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0, -5)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -5)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, -5)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, -6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, -6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, -6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0, -6)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -4)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, -4)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0, -4)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, -3)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, -7)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -7)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, -7)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -8)

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@ -0,0 +1,26 @@
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[sub_resource type="Gradient" id="Gradient_hmc0v"]
offsets = PackedFloat32Array(0.225256, 0.703072)
colors = PackedColorArray(0, 0, 0, 0, 0, 0, 0, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_1cjfc"]
gradient = SubResource("Gradient_hmc0v")
width = 256
height = 256
fill = 1
fill_from = Vector2(0.5, 0.5)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_q043q"]
transparency = 1
albedo_texture = SubResource("GradientTexture2D_1cjfc")
roughness = 0.0
[sub_resource type="QuadMesh" id="QuadMesh_002xp"]
material = SubResource("StandardMaterial3D_q043q")
size = Vector2(24, 14)
[node name="Pixelate" type="MeshInstance3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.820396)
visible = false
mesh = SubResource("QuadMesh_002xp")

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@ -0,0 +1,47 @@
[gd_scene load_steps=8 format=3 uid="uid://b3fmmgvf3owwy"]
[sub_resource type="Curve" id="Curve_kdxx2"]
max_value = 1.5
_data = [Vector2(0, 1.5), 0.0, 0.0, 0, 0, Vector2(0.498361, 1.28219), 0.0, 0.0, 0, 0, Vector2(1, 1.5), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_ts23d"]
curve = SubResource("Curve_kdxx2")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_a08vp"]
gravity = Vector3(0, 0, 0)
scale_curve = SubResource("CurveTexture_ts23d")
[sub_resource type="Gradient" id="Gradient_0ankm"]
offsets = PackedFloat32Array(0.430605, 0.733096)
colors = PackedColorArray(0, 0, 0, 0, 0.392157, 0, 0, 1)
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gradient = SubResource("Gradient_0ankm")
width = 256
height = 256
fill = 1
fill_from = Vector2(0.5, 0.5)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8laxd"]
transparency = 1
vertex_color_use_as_albedo = true
albedo_texture = SubResource("GradientTexture2D_s3frb")
roughness = 0.0
billboard_mode = 3
billboard_keep_scale = true
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = false
[sub_resource type="QuadMesh" id="QuadMesh_hh0er"]
material = SubResource("StandardMaterial3D_8laxd")
size = Vector2(24, 14)
[node name="Vignette" type="GPUParticles3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5)
amount = 1
lifetime = 3.0
fixed_fps = 60
process_material = SubResource("ParticleProcessMaterial_a08vp")
draw_pass_1 = SubResource("QuadMesh_hh0er")

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@ -0,0 +1,17 @@
shader_type spatial;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
uniform int pixel_size = 1;
uniform float alpha = 0.1;
void fragment() {
// a variant of nearest neighbour fragment shader_type
float x = float(int(FRAGCOORD.x) % pixel_size);
float y = float(int(FRAGCOORD.y) % pixel_size);
x = FRAGCOORD.x + floor(float(pixel_size) / 2.0) - x;
y = FRAGCOORD.y + floor(float(pixel_size) / 2.0) - y;
// set albedo value on the current coordinate based on vec2(x,y) / viewport_size
ALBEDO = texture(SCREEN_TEXTURE, vec2(x, y) / VIEWPORT_SIZE).xyz;
ALPHA = alpha;
}

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background_mode = 1
glow_enabled = true
glow_blend_mode = 4
fog_enabled = true
fog_light_energy = 0.82
fog_sun_scatter = 0.15