Add basic visual cel shader
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56
kenney_pirate-kit/models/materials/cel_shader.tres
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56
kenney_pirate-kit/models/materials/cel_shader.tres
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[gd_resource type="VisualShader" format=3 uid="uid://bckl1mrgp5642"]
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[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_8vpgw"]
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parameter_name = "colormap"
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texture_type = 1
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_3wrg2"]
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source = 5
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_8vpgw"]
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source = 5
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[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_3wrg2"]
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op_type = 0
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[sub_resource type="VisualShaderNodeClamp" id="VisualShaderNodeClamp_8vpgw"]
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_slx2j"]
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input_name = "light"
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_i48ae"]
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input_name = "normal"
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[sub_resource type="VisualShaderNodeDotProduct" id="VisualShaderNodeDotProduct_w7kln"]
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[sub_resource type="VisualShaderNodeRemap" id="VisualShaderNodeRemap_1y6h7"]
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default_input_values = [1, -1.0, 2, 1.0, 3, 0.0, 4, 1.0]
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[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_ylljs"]
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parameter_name = "shadow_gradient"
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[resource]
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nodes/vertex/0/position = Vector2(760, 100)
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nodes/fragment/2/node = SubResource("VisualShaderNodeTexture2DParameter_8vpgw")
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nodes/fragment/2/position = Vector2(-380, 160)
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nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_3wrg2")
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nodes/fragment/3/position = Vector2(80, 160)
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nodes/fragment/connections = PackedInt32Array(3, 0, 0, 0, 2, 0, 3, 2)
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nodes/light/0/position = Vector2(1500, -20)
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nodes/light/2/node = SubResource("VisualShaderNodeInput_slx2j")
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nodes/light/2/position = Vector2(-880, 20)
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nodes/light/3/node = SubResource("VisualShaderNodeInput_i48ae")
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nodes/light/3/position = Vector2(-880, 160)
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nodes/light/4/node = SubResource("VisualShaderNodeDotProduct_w7kln")
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nodes/light/4/position = Vector2(-480, 20)
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nodes/light/8/node = SubResource("VisualShaderNodeRemap_1y6h7")
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nodes/light/8/position = Vector2(120, -40)
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nodes/light/9/node = SubResource("VisualShaderNodeTexture2DParameter_ylljs")
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nodes/light/9/position = Vector2(320, 320)
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nodes/light/10/node = SubResource("VisualShaderNodeTexture_8vpgw")
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nodes/light/10/position = Vector2(960, -20)
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nodes/light/11/node = SubResource("VisualShaderNodeVectorCompose_3wrg2")
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nodes/light/11/position = Vector2(640, -20)
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nodes/light/12/node = SubResource("VisualShaderNodeClamp_8vpgw")
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nodes/light/12/position = Vector2(1240, -20)
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nodes/light/connections = PackedInt32Array(2, 0, 4, 0, 3, 0, 4, 1, 9, 0, 10, 2, 11, 0, 10, 0, 4, 0, 8, 0, 8, 0, 11, 0, 10, 0, 12, 0, 12, 0, 0, 0)
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