[gd_scene load_steps=4 format=3]

[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"]
lifetime_randomness = 0.2
spread = 180.0
gravity = Vector3(0, -0.5, 0)
initial_velocity_min = 0.3
initial_velocity_max = 0.8
scale_min = 0.1
scale_max = 1.5
color = Color(0.85, 0.95, 0.95, 0.4)
emission_shape = 1
emission_box_extents = Vector3(2.5, 1.0, 0.5)

[sub_resource type="StandardMaterial3D" id="Material_mist"]
albedo_color = Color(0.85, 0.95, 0.95, 0.35)
transparency = 1
shading_mode = 0
billboard_mode = 1
cull_mode = 0

[sub_resource type="QuadMesh" id="Mesh_mist"]
material = SubResource("Material_mist")
size = Vector2(1.5, 1.5)

[node name="WaterfallMist" type="GPUParticles3D"]
emitting = true
amount = 48
lifetime = 2.5
one_shot = false
preprocess = 1.0
speed_scale = 1.0
local_coords = true
draw_order = 0
process_material = SubResource("ParticleProcessMaterial_mist")
draw_pass_1 = SubResource("Mesh_mist")
