This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
shader_type spatial; | |
// alpha for tex1 and tex2 is the heightmap | |
uniform sampler2D tex1 : hint_black_albedo; | |
uniform sampler2D tex2 : hint_black_albedo; | |
uniform vec2 tex1_scale = vec2(1.); | |
uniform vec2 tex2_scale = vec2(1.); | |
uniform float height_offset = 0.; | |
uniform float contrast = 1.; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// based on https://godotshaders.com/shader/drop-shadow/ | |
shader_type canvas_item; | |
uniform vec4 drop_shadow_color : hint_color = vec4(0,0,0,0.5); | |
uniform vec2 shadow_offset = vec2(0.1); | |
varying float max_offset; | |
void vertex() { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Adapted from "How to Limit Color Output with Shaders in Godot" | |
// By TheBuffED | |
// On https://www.youtube.com/watch?v=Scrdv4oSeNw | |
// Type of shader https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html#shader-types | |
shader_type canvas_item; | |
// The shader strength which between 0 (not applied) and 1 (fully applied) because I want to fade the shader in and out | |
// Can be changed from node via `get_material().set_shader_param("shaderStrength", newValue)` | |
uniform float shaderStrength = 1.0; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Source | |
# Vertex animation textures, beanbags and boneless animations | |
# by Martin Donald | |
# https://www.youtube.com/watch?v=NQ5Dllbxbz4 | |
import bpy | |
import bmesh | |
import mathutils | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
""" | |
Based on Calinou's Godot3 movie render script: | |
https://github.com/Calinou/godot-video-rendering-demo/blob/master/camera.gd | |
# Copyright © 2019 Hugo Locurcio and contributors - MIT License | |
# See `LICENSE.md` included in the source distribution for details. | |
This script asynchronously renders gameplay or camera animation | |
to PNG files which can then be combined into a video via ffmpeg. | |
IMPORTANT! |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
func catmull_rom_spline( | |
_points: Array, resolution: int = 10, extrapolate_end_points = true | |
) -> PackedVector2Array: | |
var points = _points.duplicate() | |
if extrapolate_end_points: | |
points.insert(0, points[0] - (points[1] - points[0])) | |
points.append(points[-1] + (points[-1] - points[-2])) | |
var smooth_points := PackedVector2Array() | |
if points.size() < 4: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
previous_pwd=$PWD | |
cd $(dirname $0) | |
PROJECT="$HOME/Desktop/project" | |
EXPORT_DIR="$HOME/Desktop/export" | |
rm -rf $EXPORT_DIR | |
mkdir -p $EXPORT_DIR |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/** | |
* \brief Returns positional offset for a given point as a result of summing 4 gerstner waves | |
* \param positionWS point in world space | |
* \param wavelengths wavelength of each of the 4 waves | |
* \param amplitudes amplitudes of each of the 4 waves | |
* \param directions direction of each of the 4 waves (each row = one direction). MUST BE NORMALIZED! | |
* \param speed global speed multiplier. Individual wave speed depends on Wavelength | |
* \param steepness Gerstner wave 'Steepness' parameter. Modulates the horizontal offset of points | |
* \param normal returns the normal of given point. | |
* \return positional offset of the given point |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Generate high-resolution white on black text decal in GIMP and apply Filters > Generic > Distance Map | |
// then scale down to e.g. 64 pixel height. | |
// Import decal image into Godot and set: | |
// Compression mode to lossless | |
// Filter ON | |
// Mipmaps ON | |
// Fix alpha border ON | |
// Invert color ON (if required) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
""" | |
Attach this script to the parent node of an AnimationPlayer. | |
""" | |
extends Node2D | |
export(NodePath) var anim_player_path: NodePath | |
export(String) var track_name: String | |
onready var anim_player: AnimationPlayer = get_node(anim_player_path) as AnimationPlayer | |
onready var tree: SceneTree = get_tree() |
NewerOlder