shader tweaking
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04c76c614d
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5484c47904
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@ -5,7 +5,7 @@ uniform float nebula_brightness = 4;
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uniform vec2 nebula_scale = vec2(1.5);
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uniform sampler2D starlight_noise;
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uniform sampler2D starlight_textures;
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uniform float rotation_speed = 0.05;
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uniform float rotation_speed = 0.02;
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uniform vec2 rotation_pivot = vec2(.8);
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uniform vec2 drift_compensation = vec2(0.1, -0.2);
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uniform float noise_strength = 0.2;
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@ -25,7 +25,7 @@ gradient = SubResource("Gradient_c8r4y")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_eegys"]
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emission_shape = 1
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emission_sphere_radius = 0.3
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emission_sphere_radius = 0.2
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spread = 180.0
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gravity = Vector3(0, 0.02, 0)
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initial_velocity_max = 0.2
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@ -37,7 +37,7 @@ turbulence_noise_scale = 2.0
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turbulence_noise_speed = Vector3(0.1, 0.3, 0.5)
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turbulence_noise_speed_random = 0.3
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turbulence_influence_min = 0.01
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turbulence_influence_max = 0.03
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turbulence_influence_max = 0.02
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turbulence_initial_displacement_max = 1.0
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[sub_resource type="Shader" id="Shader_p2314"]
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@ -127,12 +127,13 @@ shader_parameter/texture_backlight = ExtResource("2_h5y3k")
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[sub_resource type="QuadMesh" id="QuadMesh_ea2fp"]
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material = SubResource("ShaderMaterial_fgrmi")
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size = Vector2(0.1, 0.1)
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size = Vector2(0.06, 0.06)
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[node name="collectable_particles" type="GPUParticles3D"]
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material_override = SubResource("ShaderMaterial_lpenh")
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cast_shadow = 0
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amount = 50
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lifetime = 10.0
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speed_scale = 0.5
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process_material = SubResource("ParticleProcessMaterial_eegys")
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draw_pass_1 = SubResource("QuadMesh_ea2fp")
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