4054e2c0dd
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle - Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency - Widen river (8m) and waterfall (8m) for greater visual presence - Increase waterfall mist particles to 72 with wider spread and longer lifetime - Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette - Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene) - Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
37 lines
946 B
Plaintext
37 lines
946 B
Plaintext
[gd_scene load_steps=4 format=3]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"]
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lifetime_randomness = 0.35
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spread = 180.0
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gravity = Vector3(0, -0.35, 0)
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initial_velocity_min = 0.25
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initial_velocity_max = 1.2
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scale_min = 0.08
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scale_max = 2.0
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color = Color(0.82, 0.94, 0.96, 0.35)
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emission_shape = 1
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emission_box_extents = Vector3(4.5, 1.5, 1.0)
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[sub_resource type="StandardMaterial3D" id="Material_mist"]
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albedo_color = Color(0.82, 0.94, 0.96, 0.28)
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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_mist"]
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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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emitting = true
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amount = 72
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lifetime = 3.0
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one_shot = false
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preprocess = 1.5
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speed_scale = 1.0
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local_coords = true
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draw_order = 0
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process_material = SubResource("ParticleProcessMaterial_mist")
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draw_pass_1 = SubResource("Mesh_mist")
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