[gd_scene load_steps=4 format=3] [sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_specks"] lifetime_randomness = 0.8 spread = 120.0 flatness = 0.5 gravity = Vector3(-0.35, 0.25, 0.0) initial_velocity_min = 0.2 initial_velocity_max = 1.2 scale_min = 0.06 scale_max = 0.28 color = Color(1, 0.98, 0.9, 0.3) color_ramp = 1 emission_shape = 1 emission_box_extents = Vector3(32.0, 14.0, 32.0) [sub_resource type="StandardMaterial3D" id="Material_speck"] albedo_color = Color(1, 0.98, 0.92, 0.3) transparency = 1 shading_mode = 0 billboard_mode = 1 cull_mode = 0 [sub_resource type="QuadMesh" id="Mesh_speck"] material = SubResource("Material_speck") size = Vector2(0.12, 0.12) [node name="WindSpecks" type="GPUParticles3D"] emitting = true amount = 40 lifetime = 6.0 one_shot = false preprocess = 4.0 speed_scale = 1.0 local_coords = false process_material = SubResource("ParticleProcessMaterial_specks") draw_pass_1 = SubResource("Mesh_speck")