feat: add stylized villager presentation
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@@ -11,19 +11,21 @@ scale_max = 0.6
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color = Color(0.8, 0.8, 0.8, 0.6)
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[sub_resource type="StandardMaterial3D" id="4"]
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albedo_color = Color(1, 1, 1, 1)
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albedo_color = Color(0.5, 0.52, 0.5, 0.24)
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transparency = 1
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shading_mode = 0
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vertex_color_use_as_albedo = true
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vertex_color_is_srgb = true
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billboard_mode = 1
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cull_mode = 0
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[sub_resource type="QuadMesh" id="5"]
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size = Vector2(1, 1)
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size = Vector2(0.8, 0.8)
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material = SubResource("4")
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[node name="ChimneySmoke" type="GPUParticles3D"]
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emitting = true
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amount = 16
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amount = 12
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lifetime = 3.0
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one_shot = false
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local_coords = true
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@@ -610,10 +610,12 @@ directional_shadow_max_distance = 180.0
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[node name="WindStrokes_Valley" parent="." instance=ExtResource("19_windstrokes")]
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[node name="WindStrokes_Ridge" parent="." instance=ExtResource("19_windstrokes")]
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position = Vector3(-25, 7, 9)
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[node name="WindSpecks_Valley" parent="." instance=ExtResource("20_windspecks")]
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[node name="WindSpecks_Ridge" parent="." instance=ExtResource("20_windspecks")]
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position = Vector3(-25, 7, 9)
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_greybox")
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@@ -24,6 +24,7 @@ material = SubResource("Material_mist")
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size = Vector2(1.8, 1.8)
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[node name="WaterfallMist" type="GPUParticles3D"]
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position = Vector3(25, 0.8, -24)
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emitting = true
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amount = 72
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lifetime = 3.0
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@@ -7,7 +7,7 @@ shader = ExtResource("1_shader")
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[sub_resource type="QuadMesh" id="Mesh_stroke"]
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material = SubResource("ShaderMaterial_stroke")
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size = Vector2(2.4, 0.14)
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size = Vector2(1.5, 0.07)
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
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lifetime_randomness = 0.6
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@@ -30,7 +30,7 @@ emission_box_extents = Vector3(28.0, 8.0, 28.0)
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[node name="WindStrokes" type="GPUParticles3D"]
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emitting = true
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amount = 24
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amount = 10
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lifetime = 5.0
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one_shot = false
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preprocess = 3.0
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@@ -10,7 +10,7 @@ uniform vec3 foam_color : source_color = vec3(0.82, 0.88, 0.86);
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uniform float rim_power : hint_range(0.5, 5.0) = 2.5;
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uniform float sparkle_strength : hint_range(0.0, 1.0) = 0.12;
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global uniform vec3 sun_direction = vec3(0.4, 0.8, 0.4);
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uniform vec3 sun_direction = vec3(0.4, 0.8, 0.4);
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void vertex() {
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vec3 pos = VERTEX;
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@@ -1,5 +1,5 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded;
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render_mode blend_mix, depth_draw_never, cull_disabled, unshaded;
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uniform float softness : hint_range(0.0, 1.0) = 0.45;
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uniform vec3 tint : source_color = vec3(0.95, 0.93, 0.88);
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@@ -8,7 +8,7 @@ void fragment() {
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float edge_dist = abs(UV.y - 0.5) * 2.0;
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float alpha = 1.0 - smoothstep(0.0, 1.0, edge_dist);
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alpha *= smoothstep(0.0, 0.2, UV.x) * smoothstep(0.0, 0.2, 1.0 - UV.x);
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alpha *= softness * 0.35;
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alpha *= softness * 0.1;
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ALBEDO = tint;
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ALPHA = alpha;
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}
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