Add basic visual cel shader

This commit is contained in:
DrHaid
2026-04-03 19:42:47 +02:00
parent 9fd4fc53ff
commit de0a74a2c9
75 changed files with 236 additions and 163 deletions

View File

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