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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@@ -7,32 +7,33 @@ 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(1.8, 0.18)
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size = Vector2(2.4, 0.14)
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
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lifetime_randomness = 0.5
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spread = 160.0
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gravity = Vector3(0, 0.15, 0)
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initial_velocity_min = 0.6
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initial_velocity_max = 2.5
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angular_velocity_min = -0.6
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angular_velocity_max = 0.6
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radial_accel_min = -0.2
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radial_accel_max = 0.2
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tangential_accel_min = -0.3
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tangential_accel_max = 0.3
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scale_min = 0.5
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scale_max = 1.5
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color = Color(1, 1, 1, 0.5)
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lifetime_randomness = 0.6
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spread = 55.0
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flatness = 0.7
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gravity = Vector3(-0.6, 0.35, 0.0)
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initial_velocity_min = 0.8
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initial_velocity_max = 2.8
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angular_velocity_min = -0.25
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angular_velocity_max = 0.25
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radial_accel_min = 0.0
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radial_accel_max = 0.0
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tangential_accel_min = -0.08
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tangential_accel_max = 0.08
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scale_min = 0.3
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scale_max = 1.2
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color = Color(1, 1, 1, 0.35)
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emission_shape = 1
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emission_box_extents = Vector3(35.0, 10.0, 35.0)
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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 = 18
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lifetime = 4.0
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amount = 24
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lifetime = 5.0
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one_shot = false
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preprocess = 2.0
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preprocess = 3.0
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speed_scale = 1.0
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local_coords = false
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process_material = SubResource("ParticleProcessMaterial_wind")
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