Add ice effect component to enemies and adjust collapsing bridge collapse time
This commit is contained in:
21
shaders/shine_shader.gdshader
Normal file
21
shaders/shine_shader.gdshader
Normal file
@@ -0,0 +1,21 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform vec4 shine_color : source_color = vec4(1.0);
|
||||
uniform float shine_speed : hint_range(-10.0, 10.0, 0.1) = 1.0;
|
||||
uniform float shine_size : hint_range(0.001, 1.0, 0.01) = 0.01;
|
||||
uniform float shine_frequency: hint_range(1.0, 45.0, 0.5) = 5.0;
|
||||
uniform float shine_angle_deg : hint_range(-360.0, 360.0, 1.0) = 45.0;
|
||||
|
||||
void fragment() {
|
||||
COLOR = texture(TEXTURE, UV);
|
||||
// Convert degrees to radians
|
||||
float angle_rad = radians(shine_angle_deg);
|
||||
|
||||
// Calculate direction vector for the shine line
|
||||
vec2 shine_dir = vec2(cos(angle_rad), sin(angle_rad));
|
||||
|
||||
// Project UV onto shine direction
|
||||
float projection = dot(UV, shine_dir);
|
||||
float shine = step(1.0 - shine_size * 0.5, 0.5 + 0.5 * sin(projection + TIME * shine_speed * shine_frequency));
|
||||
COLOR.rgb = mix(COLOR.rgb, shine_color.rgb, shine * shine_color.a);
|
||||
}
|
11
shaders/shine_shader.tres
Normal file
11
shaders/shine_shader.tres
Normal file
@@ -0,0 +1,11 @@
|
||||
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://d1m2qrclercr"]
|
||||
|
||||
[ext_resource type="Shader" path="res://shaders/shine_shader.gdshader" id="1_a47lf"]
|
||||
|
||||
[resource]
|
||||
shader = ExtResource("1_a47lf")
|
||||
shader_parameter/shine_color = Color(1, 1, 1, 1)
|
||||
shader_parameter/shine_speed = -1.0
|
||||
shader_parameter/shine_size = 0.011
|
||||
shader_parameter/shine_frequency = 3.0
|
||||
shader_parameter/shine_angle_deg = 45.0
|
Reference in New Issue
Block a user