mirror of
https://github.com/marinho/godot-visual-effects.git
synced 2024-12-22 14:37:27 +08:00
58 lines
2.0 KiB
Plaintext
58 lines
2.0 KiB
Plaintext
[gd_scene load_steps=11 format=3 uid="uid://cxj4cf67il71y"]
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[ext_resource type="Texture2D" uid="uid://cra5etg6sq1ke" path="res://addons/kenney_particle_pack/smoke_06.png" id="1_v5mjt"]
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[sub_resource type="Curve" id="Curve_ch0qc"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_qjymw"]
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curve = SubResource("Curve_ch0qc")
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[sub_resource type="Gradient" id="Gradient_hv3jv"]
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offsets = PackedFloat32Array(0, 0.545988, 1)
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colors = PackedColorArray(0.160269, 0.160269, 0.160269, 1, 0.696673, 0.696673, 0.696673, 1, 0.544974, 0.544974, 0.544974, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_878of"]
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gradient = SubResource("Gradient_hv3jv")
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[sub_resource type="Curve" id="Curve_xhlcj"]
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max_value = 5.0
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 4.72041), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_ubqxv"]
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curve = SubResource("Curve_xhlcj")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_x4paj"]
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emission_shape = 6
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emission_ring_axis = Vector3(2.08165e-12, 2.08165e-12, 0.5)
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emission_ring_height = 0.1
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emission_ring_radius = 0.5
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emission_ring_inner_radius = 0.0
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angle_min = -720.0
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angle_max = 720.0
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gravity = Vector3(2.08165e-12, 2, 2.08165e-12)
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scale_curve = SubResource("CurveTexture_ubqxv")
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color_ramp = SubResource("GradientTexture1D_878of")
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alpha_curve = SubResource("CurveTexture_qjymw")
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0ufmo"]
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transparency = 1
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vertex_color_use_as_albedo = true
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albedo_texture = ExtResource("1_v5mjt")
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billboard_mode = 3
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billboard_keep_scale = true
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particles_anim_h_frames = 1
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particles_anim_v_frames = 1
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particles_anim_loop = false
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[sub_resource type="QuadMesh" id="QuadMesh_njc4r"]
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material = SubResource("StandardMaterial3D_0ufmo")
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[node name="Smoke" type="GPUParticles3D"]
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amount = 32
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fixed_fps = 60
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process_material = SubResource("ParticleProcessMaterial_x4paj")
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draw_pass_1 = SubResource("QuadMesh_njc4r")
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