This commit is contained in:
Guillaume Vern
2025-10-10 15:46:35 +02:00
parent 80a4c128cc
commit a2385360db
225 changed files with 5490 additions and 314 deletions
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extends Node3D
signal fire_destroyed()
func _on_area_3d_area_entered(area: Area3D) -> void:
fire_destroyed.emit()
self.queue_free()
func _ready() -> void:
var shader_mat := $GPUParticles3D.material_override as ShaderMaterial
print(scale.x)
shader_mat.set_shader_parameter("scale", scale.x)
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shader_type spatial;
render_mode unshaded, cull_disabled;
uniform sampler2D fire_tex_1;
uniform sampler2D fire_tex_2;
uniform sampler2D fire_mask;
uniform vec4 inner_color;
uniform vec4 outer_color;
// fire uniforms
uniform float detail_strength = 3.0;
uniform float scroll_speed = 1.2;
uniform float fire_height = 1.0;
uniform float fire_shape = 1.5;
uniform float fire_thickness = 0.55;
uniform float fire_sharpness = 1.0;
uniform float intensity = 1.0;
// noise uniforms
uniform int noise_octaves = 6;
uniform float noise_lacunarity = 3.0;
uniform float noise_gain = 0.5;
uniform float noise_amplitude = 1.0;
uniform float noise_frequency = 1.5;
uniform float scale = 1.0;
float hash(vec2 p) {
p = fract(p * 0.3183099 + vec2(0.1, 0.1));
p *= 17.0;
return fract(p.x * p.y * (p.x + p.y));
}
float noise(vec2 x) {
vec2 p = floor(x);
vec2 f = fract(x);
float n =
hash(p) * (1.0 - f.x) * (1.0 - f.y) +
hash(p + vec2(1.0, 0.0)) * f.x * (1.0 - f.y) +
hash(p + vec2(0.0, 1.0)) * (1.0 - f.x) * f.y +
hash(p + vec2(1.0, 1.0)) * f.x * f.y;
return n;
}
float fbm(vec2 p) {
int octaves = noise_octaves;
float lacunarity = noise_lacunarity;
float gain = noise_gain;
float amplitude = noise_amplitude;
float frequency = noise_frequency;
float total = 0.0;
for (int i = 0; i < octaves; i++) {
total += noise(p * frequency) * amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return total * 0.5;
}
float random (vec2 uv) {
return fract(sin(dot(uv.xy,
vec2(12.9898,78.233))) * 43758.5453123);
}
void vertex() {
VERTEX *= scale;
mat4 modified_model_view = VIEW_MATRIX * mat4(
INV_VIEW_MATRIX[0],
MODEL_MATRIX[1],
INV_VIEW_MATRIX[2],
MODEL_MATRIX[3]
);
MODELVIEW_MATRIX = modified_model_view;
}
void fragment() {
vec2 uv = UV;
// modified_uv for offset and animating UVs for fire
vec2 modified_uv = -uv;
modified_uv.x = mod(modified_uv.x, 1.0) - 0.5;
modified_uv.y += 0.84; // size vertical
// fire noise scroll effect
float scroll = scroll_speed * detail_strength * TIME;
// sample noise for fire
float n = fbm(detail_strength * modified_uv - vec2(0.0, scroll));
// Threshold to create a mask-like edge
float mask2 = smoothstep(0.4, 0.6, n);
vec3 noise_1 = texture(fire_tex_1, vec2(UV.x, UV.y + TIME * 0.7)).rgb * n;
vec3 noise_2 = texture(fire_tex_2, vec2(UV.x, UV.y + TIME * 1.2)).rgb * n;
vec3 mask = texture(fire_mask, UV).rgb - 0.2;
vec3 col = (noise_1 + noise_2) * mask * mask2;
float fire_intensity = intensity - 16.0 * fire_sharpness * pow(
max(
0.0,
length(
modified_uv * vec2((1.0 / fire_thickness) + modified_uv.y * fire_shape, 1.0 / fire_height)
) - n * max(0.0, modified_uv.y + 0.25)
),
1.2
);
float fire_intensity1 = n * fire_intensity * (1.5 - pow(1.0 * uv.y, 14.0));
float alpha = fire_intensity * (1.0 - pow(uv.y, 3.0));
fire_intensity1 = clamp(fire_intensity1, 0.0, 1.0);
ALBEDO = vec3(step(0.015, col.r));
ALBEDO *= mix(outer_color.rgb, inner_color.rgb, step(0.15, col.r)) * alpha;
ALPHA = step(0.015, col.r) * (alpha * 2.0);
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}
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[ext_resource type="Script" uid="uid://ditgg1m25jqb" path="res://assets/fire/fire.gd" id="1_2358p"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_4depb"]
render_priority = 0
shader = ExtResource("1_7tybv")
shader_parameter/fire_tex_1 = ExtResource("3_2358p")
shader_parameter/fire_tex_2 = ExtResource("4_hmhxn")
shader_parameter/fire_mask = ExtResource("2_u4s6h")
shader_parameter/inner_color = Vector4(1.079, 0.638, 0.168, 0.82)
shader_parameter/outer_color = Vector4(0.988, 0.357, 0.259, 0)
shader_parameter/detail_strength = 3.0
shader_parameter/scroll_speed = 1.2
shader_parameter/fire_height = 1.0
shader_parameter/fire_shape = 1.5
shader_parameter/fire_thickness = 0.55
shader_parameter/fire_sharpness = 1.0
shader_parameter/intensity = 1.0
shader_parameter/noise_octaves = 6
shader_parameter/noise_lacunarity = 3.0
shader_parameter/noise_gain = 0.5
shader_parameter/noise_amplitude = 1.0
shader_parameter/noise_frequency = 1.5
shader_parameter/scale = 1.0
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_pbcvv"]
gravity = Vector3(0, 0, 0)
[sub_resource type="QuadMesh" id="QuadMesh_7tybv"]
[sub_resource type="SphereShape3D" id="SphereShape3D_u4s6h"]
radius = 0.17174505
[node name="Fire" type="Node3D"]
script = ExtResource("1_2358p")
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.38733134, 0)
material_override = SubResource("ShaderMaterial_4depb")
amount = 1
lifetime = 5.0
process_material = SubResource("ParticleProcessMaterial_pbcvv")
draw_pass_1 = SubResource("QuadMesh_7tybv")
[node name="Area3D" type="Area3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.07229382, 0)
shape = SubResource("SphereShape3D_u4s6h")
[node name="GameState" parent="." instance=ExtResource("6_hmhxn")]
[connection signal="fire_destroyed" from="." to="GameState" method="_on_fire_fire_destroyed"]
[connection signal="area_entered" from="Area3D" to="." method="_on_area_3d_area_entered"]
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extends GPUParticles3D
func _process(delta: float) -> void:
self.process_material.set("shader_parameter/fire_mask", Texture2D.new());
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