feat: directional wind breeze and painted-terrain Ghibli styling
- Wind strokes now flow in a single prevailing direction (left-to-right breeze) with gentle flatness, narrow spread, and subtle tangential sway - Added floating white specks (WindSpecks) as sunlight pollen/dust motes - Two of each emitter (valley + ridge) for layered atmosphere - Terrain: disabled auto_base_texture for flatter painted look, enabled overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42 and emerald 0.55/0.75/0.38), sharper material blends
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[gd_scene load_steps=4 format=3]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_specks"]
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lifetime_randomness = 0.8
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spread = 120.0
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flatness = 0.5
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gravity = Vector3(-0.35, 0.25, 0.0)
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initial_velocity_min = 0.2
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initial_velocity_max = 1.2
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scale_min = 0.06
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scale_max = 0.28
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color = Color(1, 0.98, 0.9, 0.3)
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color_ramp = 1
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emission_shape = 1
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emission_box_extents = Vector3(32.0, 14.0, 32.0)
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[sub_resource type="StandardMaterial3D" id="Material_speck"]
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albedo_color = Color(1, 0.98, 0.92, 0.3)
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transparency = 1
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shading_mode = 0
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billboard_mode = 1
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cull_mode = 0
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[sub_resource type="QuadMesh" id="Mesh_speck"]
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material = SubResource("Material_speck")
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size = Vector2(0.12, 0.12)
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[node name="WindSpecks" type="GPUParticles3D"]
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emitting = true
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amount = 40
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lifetime = 6.0
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one_shot = false
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preprocess = 4.0
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speed_scale = 1.0
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local_coords = false
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process_material = SubResource("ParticleProcessMaterial_specks")
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draw_pass_1 = SubResource("Mesh_speck")
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