This commit is contained in:
sharpoff
2026-01-14 13:01:37 +09:00
commit 49d7e22132
660 changed files with 41243 additions and 0 deletions

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[gd_resource type="StandardMaterial3D" format=2]
[resource]
flags_transparent = true
albedo_color = Color( 0.0337219, 0.241112, 0.863281, 0.497255 )
roughness = 0.0

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[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://dyuaw57o8y3i"]
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_nl6jr"]
parameter_name = "Color"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_8dcmn"]
default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0.5, 0.5, 0.5)]
operator = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_2331j"]
constant = 0.1
[sub_resource type="VisualShaderNodeFresnel" id="VisualShaderNodeFresnel_tghd5"]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_wy3ip"]
operator = 2
[sub_resource type="VisualShader" id="VisualShader_wb0u4"]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform vec4 Color : source_color;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = Color;
// FloatConstant:4
float n_out4p0 = 0.100000;
// VectorOp:3
vec3 n_out3p0 = vec3(n_out2p0.xyz) * vec3(n_out4p0);
// Fresnel:5
float n_in5p3 = 1.00000;
float n_out5p0 = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in5p3);
// VectorOp:6
vec3 n_out6p0 = vec3(n_out2p0.xyz) * vec3(n_out5p0);
// Output:0
ALBEDO = n_out3p0;
EMISSION = n_out6p0;
}
"
nodes/fragment/0/position = Vector2(660, 60)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_nl6jr")
nodes/fragment/2/position = Vector2(40, 40)
nodes/fragment/3/node = SubResource("VisualShaderNodeVectorOp_8dcmn")
nodes/fragment/3/position = Vector2(360, 60)
nodes/fragment/4/node = SubResource("VisualShaderNodeFloatConstant_2331j")
nodes/fragment/4/position = Vector2(20, 180)
nodes/fragment/5/node = SubResource("VisualShaderNodeFresnel_tghd5")
nodes/fragment/5/position = Vector2(40, 340)
nodes/fragment/6/node = SubResource("VisualShaderNodeVectorOp_wy3ip")
nodes/fragment/6/position = Vector2(360, 220)
nodes/fragment/connections = PackedInt32Array(2, 0, 3, 0, 3, 0, 0, 0, 4, 0, 3, 1, 2, 0, 6, 0, 5, 0, 6, 1, 6, 0, 0, 5)
[resource]
render_priority = 0
shader = SubResource("VisualShader_wb0u4")
shader_parameter/Color = Color(0.301961, 0.392157, 0.988235, 1)

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[gd_resource type="StandardMaterial3D" format=2]
[resource]
flags_unshaded = true
params_diffuse_mode = 1
albedo_color = Color( 1, 0.15625, 0.15625, 0.740314 )

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[gd_resource type="StandardMaterial3D" load_steps=2 format=2]
[ext_resource path="res://addons/godot-xr-tools/images/teleport_target.png" type="Texture" id=1]
[resource]
flags_transparent = true
flags_unshaded = true
params_diffuse_mode = 1
params_cull_mode = 2
albedo_color = Color( 0.176471, 0.313726, 0.862745, 1 )
albedo_texture = ExtResource( 1 )

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shader_type spatial;
render_mode unshaded, cull_disabled, skip_vertex_transform;
uniform float scale_t = 0.2;
uniform float length = 20.0;
uniform vec3 down = vec3(0.0, -1.0, 0.0);
uniform vec4 mix_color : source_color;
uniform sampler2D arrow_texture : source_color;
void vertex() {
// offset our Z so we're projecting from our origin point
VERTEX.z -= 0.5;
VERTEX.z *= length;
// now use that to create our arch
float t = VERTEX.z * scale_t;
float t2 = t * t;
// translate to our world vector
VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// and now create our arch
VERTEX += down * t2;
// and apply our view matrix
VERTEX = (VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
void fragment() {
// and do our color
float offset = (TIME * 2.0);
vec4 col = texture(arrow_texture, vec2(UV.x, (UV.y * length * 4.0) + offset )).rgba;
ALBEDO = col.rgb * mix_color.rgb;
// need to fix up our image and add an alpha channel
ALPHA = col.a;
}

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uid://bhwt8yevy8je6

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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://bk72wfw25ff0v"]
[ext_resource type="Shader" path="res://addons/godot-xr-tools/materials/teleport.gdshader" id="1"]
[ext_resource type="Texture2D" uid="uid://ddoj6c345cb0c" path="res://addons/godot-xr-tools/images/teleport_arrow.png" id="2"]
[resource]
render_priority = 0
shader = ExtResource("1")
shader_parameter/scale_t = 0.2
shader_parameter/length = 30.0
shader_parameter/down = Vector3(0, -1, 0)
shader_parameter/mix_color = Color(0.176471, 0.313726, 0.862745, 1)
shader_parameter/arrow_texture = ExtResource("2")