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- [gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://djwm5nol3d801"]
- [sub_resource type="Shader" id="1"]
- code = "// original wind shader from https://github.com/Maujoe/godot-simple-wind-shader-2d/tree/master/assets/maujoe.simple_wind_shader_2d
- // original script modified by HungryProton so that the assets are moving differently : https://pastebin.com/VL3AfV8D
- //
- // speed - The speed of the wind movement.
- // minStrength - The minimal strength of the wind movement.
- // maxStrength - The maximal strength of the wind movement.
- // strengthScale - Scalefactor for the wind strength.
- // interval - The time between minimal and maximal strength changes.
- // detail - The detail (number of waves) of the wind movement.
- // distortion - The strength of geometry distortion.
- // heightOffset - The height where the wind begins to move. By default 0.0.
- shader_type canvas_item;
- render_mode blend_mix;
- // Wind settings.
- uniform float speed = 1.0;
- uniform float minStrength : hint_range(0.0, 1.0) = 0.05;
- uniform float maxStrength : hint_range(0.0, 1.0) = 0.01;
- uniform float strengthScale = 100.0;
- uniform float interval = 3.5;
- uniform float detail = 1.0;
- uniform float distortion : hint_range(0.0, 1.0);
- uniform float heightOffset : hint_range(0.0, 1.0);
- // With the offset value, you can if you want different moves for each asset. Just put a random value (1, 2, 3) in the editor. Don't forget to mark the material as unique if you use this
- uniform float offset = 0;
- float getWind(vec2 vertex, vec2 uv, float time){
- float diff = pow(maxStrength - minStrength, 2.0);
- float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength) * strengthScale;
- float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, (1.0-uv.y) - heightOffset);
- return wind;
- }
- void vertex() {
- vec4 pos = MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0);
- float time = TIME * speed + offset;
- //float time = TIME * speed + pos.x * pos.y ; not working when moving...
- VERTEX.x += getWind(VERTEX.xy, UV, time);
- }"
- [resource]
- shader = SubResource("1")
- shader_parameter/speed = 1.0
- shader_parameter/minStrength = 0.05
- shader_parameter/maxStrength = 0.01
- shader_parameter/strengthScale = 100.0
- shader_parameter/interval = 3.5
- shader_parameter/detail = 1.0
- shader_parameter/distortion = null
- shader_parameter/heightOffset = null
- shader_parameter/offset = 0.0
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