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https://github.com/marinho/godot-visual-effects.git
synced 2024-12-22 14:37:27 +08:00
A mirage?
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@ -1,4 +1,4 @@
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[gd_scene load_steps=18 format=3 uid="uid://c051w6upl0t16"]
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[gd_scene load_steps=21 format=3 uid="uid://c051w6upl0t16"]
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[ext_resource type="Script" path="res://camera-effects/camera-effects-scene.gd" id="1_ct3xk"]
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[ext_resource type="PackedScene" uid="uid://bvk23npqj2u2a" path="res://commons/halloween_village.tscn" id="2_8870h"]
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@ -7,7 +7,9 @@
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[ext_resource type="PackedScene" uid="uid://ds5xw2us1br3q" path="res://camera-effects/vignette.tscn" id="9_q1phu"]
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[ext_resource type="PackedScene" uid="uid://dv3o1u4hc11vn" path="res://camera-effects/sepia.tscn" id="10_rqewe"]
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[ext_resource type="PackedScene" uid="uid://cf1adbox8xy7e" path="res://camera-effects/grain_noise.tscn" id="11_3qobw"]
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[ext_resource type="PackedScene" uid="uid://dfy4v47aijqqp" path="res://camera-effects/under_water.tscn" id="12_76kh0"]
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[ext_resource type="PackedScene" path="res://camera-effects/hexagon_mosaic.tscn" id="12_uvrob"]
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[ext_resource type="Shader" path="res://camera-effects/mirage.gdshader" id="13_rl5nt"]
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[ext_resource type="PackedScene" path="res://camera-effects/camera_shake.tscn" id="14_qhoe5"]
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[ext_resource type="Texture2D" uid="uid://etnwfy334jt" path="res://addons/kenney_particle_pack/window_03.png" id="14_ydbvf"]
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[ext_resource type="PackedScene" uid="uid://kli822acdl5m" path="res://camera-effects/blur.tscn" id="15_kmr3r"]
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@ -17,6 +19,11 @@
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[sub_resource type="Environment" id="Environment_tln01"]
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glow_blend_mode = 4
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_03j04"]
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shader = ExtResource("13_rl5nt")
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shader_parameter/blur_amount = 0.9
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shader_parameter/strength = 0.01
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_24bae"]
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bg_color = Color(0.278431, 0, 0.141176, 0.392157)
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@ -66,6 +73,7 @@ light_energy = 2.0
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unique_name_in_owner = true
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[node name="Chromatic Aberration" parent="Effects" instance=ExtResource("7_uoado")]
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visible = false
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[node name="Pixelate" parent="Effects" instance=ExtResource("8_fshcg")]
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visible = false
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@ -91,6 +99,17 @@ visible = false
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[node name="Fish Eye" parent="Effects" instance=ExtResource("16_nmfpv")]
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visible = false
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[node name="Under Water" parent="Effects" instance=ExtResource("12_76kh0")]
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visible = false
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[node name="Mirage" type="ColorRect" parent="Effects"]
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material = SubResource("ShaderMaterial_03j04")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="CanvasLayer UI" type="CanvasLayer" parent="."]
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[node name="SideBar" type="HBoxContainer" parent="CanvasLayer UI"]
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@ -194,6 +213,13 @@ toggle_mode = true
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button_group = ExtResource("16_r0ag1")
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text = "Fish Eye"
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[node name="Button Under Water" type="Button" parent="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer"]
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layout_mode = 2
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theme_override_font_sizes/font_size = 24
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toggle_mode = true
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button_group = ExtResource("16_r0ag1")
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text = "Under Water"
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[node name="ToggleButton" type="TextureButton" parent="CanvasLayer UI/SideBar"]
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custom_minimum_size = Vector2(64, 2.08165e-12)
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layout_mode = 2
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@ -237,4 +263,5 @@ libraries = {
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[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/ButtonCameraShake" to="." method="updateVisibleEffects"]
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[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/ButtonBlur" to="." method="updateVisibleEffects"]
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[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/Button Fish Eye" to="." method="updateVisibleEffects"]
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[connection signal="toggled" from="CanvasLayer UI/SideBar/SideBar Menu/MarginContainer/VBoxContainer/Button Under Water" to="." method="updateVisibleEffects"]
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[connection signal="pressed" from="CanvasLayer UI/SideBar/ToggleButton" to="." method="toggleSideBar"]
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@ -4,12 +4,18 @@ shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear;
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uniform float strength = 20.0;
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uniform float focus_radius : hint_range(0.0, 1.0) = 0.0;
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uniform float focus_edge : hint_range(0.0, 1.0) = 0.0;
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void fragment() {
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vec2 ca_offset = vec2(strength, 0.0) * SCREEN_PIXEL_SIZE;
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float red = texture(SCREEN_TEXTURE, SCREEN_UV - ca_offset).r;
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vec2 CENTER = vec2(0.5, 0.5);
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float d = distance(SCREEN_UV, CENTER);
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float within_radius = smoothstep(focus_radius, focus_radius + focus_edge, d);
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vec2 offset = vec2(strength * within_radius, 0.0) * SCREEN_PIXEL_SIZE;
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float red = texture(SCREEN_TEXTURE, SCREEN_UV - offset).r;
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float green = texture(SCREEN_TEXTURE, SCREEN_UV).g;
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float blue = texture(SCREEN_TEXTURE, SCREEN_UV + ca_offset).b;
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float blue = texture(SCREEN_TEXTURE, SCREEN_UV + offset).b;
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COLOR = vec4(red, green, blue, 1.0);
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}
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@ -4,7 +4,9 @@
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_bla75"]
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shader = ExtResource("1_qe316")
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shader_parameter/ca_strength = 20.0
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shader_parameter/strength = 20.0
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shader_parameter/focus_radius = 0.0
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shader_parameter/focus_edge = 0.0
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[node name="Chromatic Aberration" type="ColorRect"]
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material = SubResource("ShaderMaterial_bla75")
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14
camera-effects/mirage.gdshader
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14
camera-effects/mirage.gdshader
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@ -0,0 +1,14 @@
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float blur_amount : hint_range(-2.0, 10.0) = .2;
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uniform float strength : hint_range(0.0, 1.0) = .01;
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void fragment() {
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float yFromCenter = 1.0 - abs(UV.y - .5);
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float blurImpact = blur_amount * yFromCenter;
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vec2 uv = vec2(SCREEN_UV.x + sin(yFromCenter) * strength, SCREEN_UV.y);
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vec4 blurred = textureLod(SCREEN_TEXTURE, uv, blurImpact);
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COLOR = blurred;
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}
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60
camera-effects/under-water.gdshader
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60
camera-effects/under-water.gdshader
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float speed : hint_range(0.0, 5.0) = .5;
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uniform float strength : hint_range(0.0, 1.0) = .5;
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uniform float intensity : hint_range(0.0, 1.0) = .5;
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uniform int maximumIterations : hint_range(0, 10) = 5;
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uniform bool showTiling = false;
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uniform bool showYellowLine = false;
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// source: https://www.shadertoy.com/view/MdlXz8
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#define TAU 6.28318530718
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void fragment() {
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float time = TIME * speed + 23.0;
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// uv should be the 0-1 uv of texture...
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vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
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vec2 uv = FRAGCOORD.xy / iResolution.xy;
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vec2 p;
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if (showTiling) {
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p = mod(uv*TAU*2.0, TAU) - 250.0;
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} else {
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p = mod(uv*TAU, TAU) - 250.0;
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}
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vec2 i = vec2(p);
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float c = 1.0;
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float inten = intensity / 100.0;
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for (int n = 0; n < maximumIterations; n++)
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{
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float t = time * (1.0 - (3.5 / float(n+1)));
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i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
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c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
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}
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c /= float(maximumIterations);
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c = 1.17-pow(c, 1.4);
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vec3 colour = vec3(pow(abs(c), 8.0));
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colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
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if (showTiling) {
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// Flash tile borders...
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vec2 pixel = 2.0 / iResolution.xy;
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uv *= 2.0;
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float f = floor(mod(TIME * speed, 2.0)); // Flash value.
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vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash.
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uv = step(fract(uv), pixel); // Add one line of pixels per tile.
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if (showYellowLine)
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colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
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}
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vec4 pixelColor = texture(SCREEN_TEXTURE, UV);
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vec3 appliedColor = mix(pixelColor.rgb, colour, strength);
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COLOR = vec4(appliedColor, 1.0);
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}
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20
camera-effects/under_water.tscn
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20
camera-effects/under_water.tscn
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[gd_scene load_steps=3 format=3 uid="uid://dfy4v47aijqqp"]
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[ext_resource type="Shader" path="res://camera-effects/under-water.gdshader" id="1_ufumj"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_mmpr8"]
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shader = ExtResource("1_ufumj")
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shader_parameter/speed = 0.5
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shader_parameter/strength = 0.5
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shader_parameter/intensity = 0.5
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shader_parameter/maximumIterations = 5
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shader_parameter/showTiling = true
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shader_parameter/showYellowLine = false
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[node name="Under Water" type="ColorRect"]
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material = SubResource("ShaderMaterial_mmpr8")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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