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@tool | |
class_name MaterialSelector | |
extends Node3D | |
############################## | |
## EXPORT VARIABLES | |
############################## | |
@export var mesh: MeshInstance3D | |
@export var materials: Array[Material] = []: |
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@tool | |
class_name ProceduralBridge | |
extends Node3D | |
############################## | |
## EXPORT VARIABLES | |
############################## | |
@export var physics_server: bool = false: | |
set(value): |
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/* | |
Godot 3 shader version by Belzecue [https://bsky.app/profile/belzecue.bsky.social]. | |
Based on XorDev's ShaderToy. | |
"Fractal Texturing" by @XorDev | |
While creating a 3D game (https://twitter.com/XorDev/status/1578947873550389248), | |
I came across a problem with my texture quality. I needed something that looked good up close | |
or far away. That's when I developed what I call "fractal texturing". I'm sure it's been done |
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shader_type spatial; | |
// alpha for tex1 and tex2 is the heightmap | |
uniform sampler2D tex1 : hint_black_albedo; | |
uniform sampler2D tex2 : hint_black_albedo; | |
uniform vec2 tex1_scale = vec2(1.); | |
uniform vec2 tex2_scale = vec2(1.); | |
uniform float height_offset = 0.; | |
uniform float contrast = 1.; |
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// based on https://godotshaders.com/shader/drop-shadow/ | |
shader_type canvas_item; | |
uniform vec4 drop_shadow_color : hint_color = vec4(0,0,0,0.5); | |
uniform vec2 shadow_offset = vec2(0.1); | |
varying float max_offset; | |
void vertex() { |
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// Adapted from "How to Limit Color Output with Shaders in Godot" | |
// By TheBuffED | |
// On https://www.youtube.com/watch?v=Scrdv4oSeNw | |
// Type of shader https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html#shader-types | |
shader_type canvas_item; | |
// The shader strength which between 0 (not applied) and 1 (fully applied) because I want to fade the shader in and out | |
// Can be changed from node via `get_material().set_shader_param("shaderStrength", newValue)` | |
uniform float shaderStrength = 1.0; |
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# Source | |
# Vertex animation textures, beanbags and boneless animations | |
# by Martin Donald | |
# https://www.youtube.com/watch?v=NQ5Dllbxbz4 | |
import bpy | |
import bmesh | |
import mathutils | |
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""" | |
Based on Calinou's Godot3 movie render script: | |
https://github.com/Calinou/godot-video-rendering-demo/blob/master/camera.gd | |
# Copyright © 2019 Hugo Locurcio and contributors - MIT License | |
# See `LICENSE.md` included in the source distribution for details. | |
This script asynchronously renders gameplay or camera animation | |
to PNG files which can then be combined into a video via ffmpeg. | |
IMPORTANT! |
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func catmull_rom_spline( | |
_points: Array, resolution: int = 10, extrapolate_end_points = true | |
) -> PackedVector2Array: | |
var points = _points.duplicate() | |
if extrapolate_end_points: | |
points.insert(0, points[0] - (points[1] - points[0])) | |
points.append(points[-1] + (points[-1] - points[-2])) | |
var smooth_points := PackedVector2Array() | |
if points.size() < 4: |
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previous_pwd=$PWD | |
cd $(dirname $0) | |
PROJECT="$HOME/Desktop/project" | |
EXPORT_DIR="$HOME/Desktop/export" | |
rm -rf $EXPORT_DIR | |
mkdir -p $EXPORT_DIR |
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