[gd_scene load_steps=4 format=3] [sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"] lifetime_randomness = 0.35 spread = 180.0 gravity = Vector3(0, -0.35, 0) initial_velocity_min = 0.25 initial_velocity_max = 1.2 scale_min = 0.08 scale_max = 2.0 color = Color(0.82, 0.94, 0.96, 0.35) emission_shape = 1 emission_box_extents = Vector3(4.5, 1.5, 1.0) [sub_resource type="StandardMaterial3D" id="Material_mist"] albedo_color = Color(0.82, 0.94, 0.96, 0.28) transparency = 1 shading_mode = 0 billboard_mode = 1 cull_mode = 0 [sub_resource type="QuadMesh" id="Mesh_mist"] material = SubResource("Material_mist") size = Vector2(1.8, 1.8) [node name="WaterfallMist" type="GPUParticles3D"] emitting = true amount = 72 lifetime = 3.0 one_shot = false preprocess = 1.5 speed_scale = 1.0 local_coords = true draw_order = 0 process_material = SubResource("ParticleProcessMaterial_mist") draw_pass_1 = SubResource("Mesh_mist")