Winter Tales

This commit is contained in:
Josef 2025-11-28 15:27:39 +01:00
parent 6965f1256e
commit 1264ef7b97
4595 changed files with 751238 additions and 1 deletions

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shader_type spatial;
// Rokojori Shader @alb.382-alp.376-fad.447-geo.20-met.376-nor.278-occ.376-rou.390-sha.391-spa.20-spa.24-spe.376-tra.402-tra.402-uvm.491:
/*
[ Rokojori.TransparencyModule ] { "alphaScissorTreshold":0.009999999776482582, "blendMode":{"__class__": "Godot.BaseMaterial3D+BlendModeEnum","value__": 1}, "cullMode":{"__class__": "Godot.BaseMaterial3D+CullModeEnum","value__": 0}, "depthDraw":{"__class__": "Godot.BaseMaterial3D+DepthDrawModeEnum","value__": 0}, "noDepthTest":false, "transparency":{"__class__": "Godot.BaseMaterial3D+TransparencyEnum","value__": 1} }
[ Rokojori.ShadingModule ] { "diffuseMode":{"__class__": "Godot.BaseMaterial3D+DiffuseModeEnum","value__": 0}, "disableAmbientLight":false, "disableFog":false, "disableReceivingShadows":false, "shadingMode":{"__class__": "Godot.BaseMaterial3D+ShadingModeEnum","value__": 0}, "shadowToOpacity":false, "specularMode":{"__class__": "Godot.BaseMaterial3D+SpecularModeEnum","value__": 0}, "wireFrameMode":false }
[ Rokojori.UVModule ] { "channels":[{ "__class__": "Rokojori.UVChannel", "uvTarget": "UV", "uvSource": { "__class__": "Rokojori.MeshUVSource", "meshUV": 0, "sortableCode": true, "uniformGroup": "UVChannels" }, "modifier": { "__class__": "Rokojori.UVScaleOffset", "uvScale": true, "uvUniScale": false, "uvOffset": true, "uvScrolling": true, "sortableCode": true, "uniformGroup": "UVChannels" }, "sortableCode": true, "uniformGroup": "UVChannels"}] }
[ Rokojori.GeometryModule ] { "modifiers":[] }
[ Rokojori.SpatialVarying ] { "variables":[] }
[ Rokojori.SpatialMasksModule ] { "maskVariables":[] }
[ Rokojori.AlbedoModule ] { "assignmentType":{"__class__": "Rokojori.TextureModule+AssignmentType","value__": 0}, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "overlayLayers":[], "repeat":true, "srgb":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "tintVarying":"", "useTint":true, "uvChannel":"UV", "writeAlpha":false }
[ Rokojori.TransparencyModule ] { "alphaScissorTreshold":0.009999999776482582, "blendMode":{"__class__": "Godot.BaseMaterial3D+BlendModeEnum","value__": 1}, "cullMode":{"__class__": "Godot.BaseMaterial3D+CullModeEnum","value__": 0}, "depthDraw":{"__class__": "Godot.BaseMaterial3D+DepthDrawModeEnum","value__": 0}, "noDepthTest":false, "transparency":{"__class__": "Godot.BaseMaterial3D+TransparencyEnum","value__": 1} }
[ Rokojori.AlphaModule ] { "assignmentType":{"__class__": "Rokojori.TextureModule+AssignmentType","value__": 0}, "domainMode":{"__class__": "Rokojori.TextureModule+DomainMode","value__": 2}, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "repeat":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "uvChannel":"UV" }
[ Rokojori.FadingModule ] { "alphaFadeMode":{"__class__": "Rokojori.AlphaFadeMode","value__": 1}, "fadingModifiers":[{ "__class__": "Rokojori.FresnelFading", "advancedControls": true, "alphaFadeMode": 0, "createUniformGroup": false, "sortableCode": true, "uniformGroup": null},{ "__class__": "Rokojori.FresnelFading", "advancedControls": true, "alphaFadeMode": 0, "createUniformGroup": false, "sortableCode": true, "uniformGroup": null}] }
[ Rokojori.NormalMapModule ] { "allowNegativeStrength":false, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "maximumStrength":5, "repeat":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "useStrength":true, "uvChannel":"UV" }
[ Rokojori.OcclusionModule ] { "assignmentType":{"__class__": "Rokojori.TextureModule+AssignmentType","value__": 0}, "domainMode":{"__class__": "Rokojori.TextureModule+DomainMode","value__": 3}, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "repeat":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "uvChannel":"UV" }
[ Rokojori.RoughnessModule ] { "assignmentType":{"__class__": "Rokojori.TextureModule+AssignmentType","value__": 0}, "clamp":true, "domainMode":{"__class__": "Rokojori.TextureModule+DomainMode","value__": 3}, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "repeat":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "uvChannel":"UV" }
[ Rokojori.MetallicModule ] { "assignmentType":{"__class__": "Rokojori.TextureModule+AssignmentType","value__": 0}, "domainMode":{"__class__": "Rokojori.TextureModule+DomainMode","value__": 3}, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "repeat":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "uvChannel":"UV" }
[ Rokojori.SpecularModule ] { "assignmentType":{"__class__": "Rokojori.TextureModule+AssignmentType","value__": 0}, "domainMode":{"__class__": "Rokojori.TextureModule+DomainMode","value__": 0}, "filter":{"__class__": "Rokojori.TextureModule+TextureFilter","value__": 5}, "repeat":true, "textureDefault":{"__class__": "Rokojori.TextureModule+TextureDefault","value__": 0}, "uvChannel":"UV" }
*/
render_mode blend_add, cull_back, depth_draw_opaque, unshaded, diffuse_burley, specular_schlick_ggx;
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
// [ U V C H A N N E L S . U V ]
group_uniforms UVChannels.UV;
uniform vec2 UV_scale = vec2( 1.0, 1.0);
uniform vec2 UV_offset = vec2( 0.0, 0.0);
uniform vec2 UV_scrolling = vec2( 0.0, 0.0);
// [ A L B E D O ]
group_uniforms albedo;
uniform vec4 albedo:source_color = vec4( 1.0, 1.0, 1.0, 1.0);
uniform sampler2D albedoTexture:source_color, hint_default_white, repeat_enable, filter_linear_mipmap_anisotropic;
// [ A L P H A ]
group_uniforms alpha;
uniform float alpha:hint_range( 0.0, 1.0) = 1.0;
uniform sampler2D alphaTexture:hint_default_white, repeat_enable, filter_linear_mipmap_anisotropic;
// [ F A D I N G ]
group_uniforms Fading;
uniform float advancedFresnelFadingZOffset = 0.0f;
uniform float advancedFresnelFadingPower = 1.0f;
uniform float advancedFresnelFadingPostScale = 1.0f;
uniform float advancedFresnelFadingPostOffset = 0.0f;
uniform bool advancedFresnelFadingInverse = false;
uniform float advancedFresnelFadingZOffset_2 = 0.0f;
uniform float advancedFresnelFadingPower_2 = 1.0f;
uniform float advancedFresnelFadingPostScale_2 = 1.0f;
uniform float advancedFresnelFadingPostOffset_2 = 0.0f;
uniform bool advancedFresnelFadingInverse_2 = false;
// [ N O R M A L ]
group_uniforms normal;
uniform float normalStrength:hint_range( 0.0, 5.0) = 1.0;
uniform sampler2D normalTexture:hint_normal, repeat_enable, filter_linear_mipmap_anisotropic;
// [ O C C L U S I O N ]
group_uniforms occlusion;
uniform float occlusion:hint_range( 0.0, 1.0) = 1.0;
uniform float occlusionOffset:hint_range( -1.0, 1.0) = 0.0;
uniform sampler2D occlusionTexture:hint_default_white, repeat_enable, filter_linear_mipmap_anisotropic;
// [ R O U G H N E S S ]
group_uniforms roughness;
uniform float roughness:hint_range( 0.0, 1.0) = 1.0;
uniform float roughnessOffset:hint_range( -1.0, 1.0) = 0.0;
uniform sampler2D roughnessTexture:hint_default_white, repeat_enable, filter_linear_mipmap_anisotropic;
// [ M E T A L L I C ]
group_uniforms metallic;
uniform float metallic:hint_range( 0.0, 1.0) = 0.0;
uniform float metallicOffset:hint_range( -1.0, 1.0) = 0.0;
uniform sampler2D metallicTexture:hint_default_white, repeat_enable, filter_linear_mipmap_anisotropic;
// [ S P E C U L A R ]
group_uniforms specular;
uniform float specular:hint_range( 0.0, 1.0) = 0.5;
void vertex()
{
UV = UV; UV = UV * UV_scale + UV_offset + TIME * UV_scrolling;
}
void fragment()
{
vec4 sampledAlbedo = texture( albedoTexture, UV );
ALBEDO = sampledAlbedo.rgb * albedo.rgb;
vec4 sampledAlpha = texture( alphaTexture, UV );
ALPHA = sampledAlpha.r * alpha;
float advancedFresnelFadingAlpha = clamp01( fresnelNormalizedFromViewAdvanced( NORMAL,
advancedFresnelFadingZOffset,
advancedFresnelFadingPower,
advancedFresnelFadingPostScale,
advancedFresnelFadingPostOffset
) );
if ( ! advancedFresnelFadingInverse )
{ advancedFresnelFadingAlpha = 1.0 - advancedFresnelFadingAlpha; }
ALPHA *= advancedFresnelFadingAlpha;
float advancedFresnelFadingAlpha_2 = clamp01( fresnelNormalizedFromViewAdvanced( NORMAL,
advancedFresnelFadingZOffset_2,
advancedFresnelFadingPower_2,
advancedFresnelFadingPostScale_2,
advancedFresnelFadingPostOffset_2
) );
if ( ! advancedFresnelFadingInverse_2 )
{ advancedFresnelFadingAlpha_2 = 1.0 - advancedFresnelFadingAlpha_2; }
ALPHA *= advancedFresnelFadingAlpha_2;
vec4 sampledNormal = texture( normalTexture, UV );
NORMAL_MAP = sampledNormal.rgb;
NORMAL_MAP_DEPTH = normalStrength;
vec4 sampledOcclusion = texture( occlusionTexture, UV );
AO = sampledOcclusion.r * occlusion + occlusionOffset;
vec4 sampledRoughness = texture( roughnessTexture, UV );
ROUGHNESS = sampledRoughness.g * roughness + roughnessOffset;
ROUGHNESS = clamp01( ROUGHNESS );
vec4 sampledMetallic = texture( metallicTexture, UV );
METALLIC = sampledMetallic.b * metallic + metallicOffset;
}

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uid://b1h1fpt7uuv1h

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[gd_scene load_steps=21 format=3 uid="uid://bcq7cy8rsymfp"]
[ext_resource type="PackedScene" uid="uid://2bk7twpk77o5" path="res://assets/KayKit_Adventurers_2.0_FREE/Characters/gltf/Rogue_Hooded.glb" id="1_5g2hs"]
[ext_resource type="PackedScene" uid="uid://b03j3yo8y6bss" path="res://assets/KayKit_Adventurers_2.0_FREE/Assets/gltf/sword_2handed_color.gltf" id="2_37i8j"]
[ext_resource type="Animation" uid="uid://c4ndqgdalfcj1" path="res://assets/KayKit_Skeletons_1.1_FREE/Godot Animations/Running_A.res" id="2_r8guk"]
[ext_resource type="Animation" uid="uid://ytkjco5p7261" path="res://assets/KayKit_Adventurers_2.0_FREE/Animations/gltf/Rig_Medium/Godot-Animations/Idle_A.res" id="3_x7kh1"]
[ext_resource type="Animation" uid="uid://dm7lpifs5y01l" path="res://assets/KayKit_Adventurers_2.0_FREE/Animations/gltf/Rig_Medium/Godot-Animations/Hit_A.res" id="4_42qit"]
[ext_resource type="Curve" uid="uid://dhaky16xvyxnm" path="res://Utilities/Ease Curve.tres" id="4_egkkh"]
[ext_resource type="Animation" uid="uid://c3rsaklwtcqgq" path="res://assets/KayKit_Adventurers_2.0_FREE/Animations/gltf/Rig_Medium/Godot-Animations/Sword Swing.res" id="5_8e7x7"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_x7kh1"]
_data = {
&"Hit_A": ExtResource("4_42qit"),
&"Idle_A": ExtResource("3_x7kh1"),
&"Running_A": ExtResource("2_r8guk"),
&"Sword Swing": ExtResource("5_8e7x7")
}
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_egkkh"]
animation = &"Movement Basic/Idle_A"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_r8guk"]
animation = &"Movement Basic/Running_A"
use_custom_timeline = true
timeline_length = 0.4
stretch_time_scale = true
start_offset = 0.0
loop_mode = 1
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_37i8j"]
animation = &"Movement Basic/Sword Swing"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_x7kh1"]
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_42qit"]
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_8e7x7"]
xfade_time = 0.1
xfade_curve = ExtResource("4_egkkh")
switch_mode = 1
advance_mode = 2
advance_condition = &"moving"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_37i8j"]
xfade_time = 0.1
xfade_curve = ExtResource("4_egkkh")
switch_mode = 1
advance_mode = 2
advance_condition = &"not_moving"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_u5p7j"]
xfade_time = 0.1
advance_mode = 2
advance_condition = &"sword_attack"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_068mb"]
xfade_time = 0.1
advance_mode = 2
advance_condition = &"sword_attack"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_gnpb5"]
xfade_time = 0.3
switch_mode = 2
advance_mode = 2
advance_condition = &"moving"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_gky8v"]
xfade_time = 0.3
switch_mode = 2
advance_mode = 2
advance_condition = &"not_moving"
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_egkkh"]
"states/Movement Basic_Idle_A/node" = SubResource("AnimationNodeAnimation_egkkh")
"states/Movement Basic_Idle_A/position" = Vector2(360, 204)
"states/Movement Basic_Running_A/node" = SubResource("AnimationNodeAnimation_r8guk")
"states/Movement Basic_Running_A/position" = Vector2(450, 76)
"states/Movement Basic_Sword Swing/node" = SubResource("AnimationNodeAnimation_37i8j")
"states/Movement Basic_Sword Swing/position" = Vector2(632, 191)
states/Start/position = Vector2(212, 109)
transitions = ["Start", "Movement Basic_Running_A", SubResource("AnimationNodeStateMachineTransition_x7kh1"), "Start", "Movement Basic_Idle_A", SubResource("AnimationNodeStateMachineTransition_42qit"), "Movement Basic_Idle_A", "Movement Basic_Running_A", SubResource("AnimationNodeStateMachineTransition_8e7x7"), "Movement Basic_Running_A", "Movement Basic_Idle_A", SubResource("AnimationNodeStateMachineTransition_37i8j"), "Movement Basic_Running_A", "Movement Basic_Sword Swing", SubResource("AnimationNodeStateMachineTransition_u5p7j"), "Movement Basic_Idle_A", "Movement Basic_Sword Swing", SubResource("AnimationNodeStateMachineTransition_068mb"), "Movement Basic_Sword Swing", "Movement Basic_Running_A", SubResource("AnimationNodeStateMachineTransition_gnpb5"), "Movement Basic_Sword Swing", "Movement Basic_Idle_A", SubResource("AnimationNodeStateMachineTransition_gky8v")]
[node name="Hoody Hood" instance=ExtResource("1_5g2hs")]
[node name="GeneralSkeleton" parent="Rig_Medium" index="0"]
transform = Transform3D(0.99804217, 0, 0.0625448, 0, 1, 0, -0.0625448, 0, 0.99804217, 0, 0, 0)
bones/1/position = Vector3(6.078964e-16, 0.29282475, -7.306833e-09)
bones/1/rotation = Quaternion(6.9182227e-10, -0.15048328, 1.4035609e-09, 0.98861253)
bones/2/rotation = Quaternion(-8.298266e-08, 0.12216158, 0.99251026, 6.7641174e-08)
bones/3/rotation = Quaternion(-0.05665418, 0.9165828, -0.3952767, -0.020556945)
bones/4/rotation = Quaternion(0.0063173696, 0.5529458, -0.8331088, -0.011864274)
bones/5/rotation = Quaternion(0.0039902, 0.9880832, -0.09525891, 0.1208366)
bones/6/rotation = Quaternion(0.074913464, -0.15533985, 0.97899854, 0.108716965)
bones/7/rotation = Quaternion(3.672703e-07, 0.8245238, -0.56582737, 1.05134966e-07)
bones/8/rotation = Quaternion(-0.05721124, 0.34031853, -0.9383132, -0.021880558)
bones/9/rotation = Quaternion(-1.1059808e-07, 0.99999857, 0.0017324989, 1.10363175e-07)
bones/10/rotation = Quaternion(0.028368874, -0.46951717, -0.060977023, 0.8803583)
bones/11/rotation = Quaternion(0.123131074, 0.0053760153, 0.043286838, 0.99143136)
bones/12/rotation = Quaternion(0.14786409, 0.44723114, -0.18330617, 0.8628554)
bones/13/rotation = Quaternion(0.60270536, 0.34522262, -0.70994127, -0.11640866)
bones/14/rotation = Quaternion(0.32673988, -0.5608505, 0.43363756, 0.62501705)
bones/16/rotation = Quaternion(0.06716722, 0.9240278, 0.37482595, 0.034159005)
bones/17/rotation = Quaternion(6.4302974e-08, -5.8171295e-08, -0.70710677, 0.70710677)
bones/18/rotation = Quaternion(0.6351027, -0.50784826, 0.18201625, 0.5528153)
bones/19/rotation = Quaternion(-0.23909362, 0.70552456, 0.2166888, 0.6309638)
bones/21/rotation = Quaternion(0.09602214, 0.82310253, 0.22438432, -0.51277065)
bones/22/rotation = Quaternion(1.0656656e-07, 5.805458e-08, 0.70710677, 0.7071069)
[node name="RogueHooded_ArmLeft" parent="Rig_Medium/GeneralSkeleton" index="0"]
metadata/_edit_lock_ = true
[node name="RogueHooded_ArmRight" parent="Rig_Medium/GeneralSkeleton" index="1"]
metadata/_edit_lock_ = true
[node name="RogueHooded_Body" parent="Rig_Medium/GeneralSkeleton" index="2"]
metadata/_edit_lock_ = true
[node name="RogueHooded_Cape" parent="Rig_Medium/GeneralSkeleton" index="3"]
visible = false
metadata/_edit_lock_ = true
[node name="RogueHooded_Head" parent="Rig_Medium/GeneralSkeleton" index="4"]
metadata/_edit_lock_ = true
[node name="RogueHooded_LegLeft" parent="Rig_Medium/GeneralSkeleton" index="5"]
metadata/_edit_lock_ = true
[node name="RogueHooded_LegRight" parent="Rig_Medium/GeneralSkeleton" index="6"]
metadata/_edit_lock_ = true
[node name="RogueHooded_Mask" parent="Rig_Medium/GeneralSkeleton" index="7"]
visible = false
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Rig_Medium/GeneralSkeleton" index="8"]
transform = Transform3D(-0.9143263, -0.27182788, 0.30019507, -0.39325055, 0.41883993, -0.81849086, 0.096754834, -0.8664196, -0.48985273, -0.32963008, 1.1184553, -0.53110635)
bone_name = "RightHand"
bone_idx = 20
[node name="sword_2handed_color2" parent="Rig_Medium/GeneralSkeleton/BoneAttachment3D" index="0" instance=ExtResource("2_37i8j")]
transform = Transform3D(-0.0041092015, 0.36600068, 0.43642956, -0.5640911, 0.05785764, -0.053832054, -0.07892092, -0.43259695, 0.3620435, 0.047775373, 0.17607164, 0.0020523667)
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
libraries = {
&"Movement Basic": SubResource("AnimationLibrary_x7kh1")
}
[node name="AnimationTree" type="AnimationTree" parent="." index="2"]
tree_root = SubResource("AnimationNodeStateMachine_egkkh")
anim_player = NodePath("../AnimationPlayer")
parameters/conditions/moving = false
parameters/conditions/not_moving = false
parameters/conditions/sword_attack = false

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[gd_resource type="BoneMap" load_steps=2 format=3 uid="uid://d3p06xim3bxxh"]
[sub_resource type="SkeletonProfileHumanoid" id="SkeletonProfileHumanoid_gctat"]
[resource]
profile = SubResource("SkeletonProfileHumanoid_gctat")
bonemap = null
bone_map/Root = &"root"
bone_map/Hips = &"hips"
bone_map/Spine = &"spine"
bone_map/Chest = &"chest"
bone_map/UpperChest = &""
bone_map/Neck = &""
bone_map/Head = &"head"
bone_map/LeftEye = &""
bone_map/RightEye = &""
bone_map/Jaw = &""
bone_map/LeftShoulder = &""
bone_map/LeftUpperArm = &"upperarm.l"
bone_map/LeftLowerArm = &"lowerarm.l"
bone_map/LeftHand = &"wrist.l"
bone_map/LeftThumbMetacarpal = &""
bone_map/LeftThumbProximal = &""
bone_map/LeftThumbDistal = &""
bone_map/LeftIndexProximal = &""
bone_map/LeftIndexIntermediate = &""
bone_map/LeftIndexDistal = &""
bone_map/LeftMiddleProximal = &""
bone_map/LeftMiddleIntermediate = &""
bone_map/LeftMiddleDistal = &""
bone_map/LeftRingProximal = &""
bone_map/LeftRingIntermediate = &""
bone_map/LeftRingDistal = &""
bone_map/LeftLittleProximal = &""
bone_map/LeftLittleIntermediate = &""
bone_map/LeftLittleDistal = &""
bone_map/RightShoulder = &""
bone_map/RightUpperArm = &"upperarm.r"
bone_map/RightLowerArm = &"lowerarm.r"
bone_map/RightHand = &"wrist.r"
bone_map/RightThumbMetacarpal = &""
bone_map/RightThumbProximal = &""
bone_map/RightThumbDistal = &""
bone_map/RightIndexProximal = &""
bone_map/RightIndexIntermediate = &""
bone_map/RightIndexDistal = &""
bone_map/RightMiddleProximal = &""
bone_map/RightMiddleIntermediate = &""
bone_map/RightMiddleDistal = &""
bone_map/RightRingProximal = &""
bone_map/RightRingIntermediate = &""
bone_map/RightRingDistal = &""
bone_map/RightLittleProximal = &""
bone_map/RightLittleIntermediate = &""
bone_map/RightLittleDistal = &""
bone_map/LeftUpperLeg = &"upperleg.l"
bone_map/LeftLowerLeg = &"lowerleg.l"
bone_map/LeftFoot = &"foot.l"
bone_map/LeftToes = &"toes.l"
bone_map/RightUpperLeg = &"upperleg.r"
bone_map/RightLowerLeg = &"lowerleg.r"
bone_map/RightFoot = &"foot.r"
bone_map/RightToes = &"toes.r"

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{
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[node name="Light Glow" type="MeshInstance3D" parent="Static Physics Body"]
transform = Transform3D(3.7583687, 0, 0, 0, 3.7583687, 0, 0, 0, 3.7583687, 0, 3.0242057, 0)
mesh = SubResource("QuadMesh_ruj5i")
surface_material_override/0 = SubResource("StandardMaterial3D_wptij")
[node name="Light Floor" type="MeshInstance3D" parent="Static Physics Body"]
transform = Transform3D(6.665709, 0, 0, 0, -2.9136737e-07, 6.665709, 0, -6.665709, -2.9136737e-07, 0, 0.008287787, 0)
mesh = SubResource("QuadMesh_ruj5i")
surface_material_override/0 = SubResource("StandardMaterial3D_ti2fm")
[editable path="Static Physics Body/Graphics"]

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@ -0,0 +1,65 @@
// NOTE: Shader automatically converted from Godot Engine 4.5.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_add, depth_draw_never, cull_disabled, unshaded;
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform ivec2 albedo_texture_size;
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float cameraZOffset;
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
// Billboard Mode: Enabled
MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
MAIN_CAM_INV_VIEW_MATRIX[0],
MAIN_CAM_INV_VIEW_MATRIX[1],
MAIN_CAM_INV_VIEW_MATRIX[2],
MODEL_MATRIX[3]);
// Billboard Keep Scale: Enabled
MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
vec4(0.0, 0.0, 0.0, 1.0));
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
ALPHA *= albedo.a * albedo_tex.a;
}

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using Godot;
using Rokojori;
using System.Collections.Generic;
using System.Threading.Tasks;
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{
[Export]
public CompositorEffect[] compositorEffects;
[Export]
public WorldEnvironment environment;
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