Fixed Vignette (but still crashes GPU), fixed camera fov on zoom

This commit is contained in:
unfa 2021-05-22 18:52:29 +02:00
parent 860478b09c
commit 2ef705c4fd
6 changed files with 53 additions and 147 deletions

View file

@ -22,16 +22,39 @@
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<sodipodi:namedview
id="base"
@ -40,9 +63,9 @@
borderopacity="1.0"
inkscape:pageopacity="0.0"
inkscape:pageshadow="2"
inkscape:zoom="0.35"
inkscape:cx="1042.4763"
inkscape:cy="593.68372"
inkscape:zoom="0.24748737"
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@ -50,10 +73,12 @@
units="px"
inkscape:snap-page="true"
inkscape:window-width="1920"
inkscape:window-height="1051"
inkscape:window-x="1920"
inkscape:window-height="1006"
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@ -71,19 +96,13 @@
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View file

@ -13,12 +13,12 @@ extends KinematicBody3D
@onready var vignette = hud.get_node("Vignette")
var base_fov = 90
var view_zoom := 1.0 :
var view_zoom := .0 :
set(zoom):
view_zoom = zoom
camera.fov = base_fov / (zoom * 4)
crosshair.modulate.a = 1 - (zoom - 1) * 2
vignette.material["shader_param/Factor"] = zoom
camera.fov = base_fov / ((zoom + 1) * 2)
#crosshair.modulate.a = 1 - (zoom - 1) * 2
#vignette.modulate.a = zoom
var direction := Vector3.ZERO
var accel := 0
@ -82,14 +82,12 @@ func _input(event) -> void:
func _physics_process(delta):
direction = Vector3.ZERO
snap = Vector3.ZERO
if is_on_floor() and ground_check.is_colliding():
#snap = -get_floor_normal()
snap = -get_floor_normal()
medium = "ground"
gravity_vec = Vector3.ZERO
else:
#snap = Vector3.DOWN
snap = Vector3.DOWN
medium = "air"
gravity_vec += Vector3.DOWN * gravity * delta

View file

@ -9,11 +9,3 @@ func hit():
func kill():
aplayer.stop()
aplayer.play("Kill")
#func hide():
# aplayer.stop()
# aplayer.play("Hide")
##
#func show():
# aplayer.stop()
# aplayer.play("Show")

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View file

@ -1,4 +1,4 @@
[gd_scene load_steps=24 format=2]
[gd_scene load_steps=17 format=2]
[ext_resource path="res://Assets/Characters/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://Assets/HUD/Crosshair.png" type="Texture2D" id=2]
@ -61,23 +61,6 @@ tracks/0/keys = {
}
[sub_resource type="Animation" id=7]
resource_name = "Hide"
length = 0.2
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath("Crosshair:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PackedFloat32Array( 0, 0.2 ),
"transitions": PackedFloat32Array( 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 0 ) ]
}
[sub_resource type="Animation" id=8]
length = 0.2
step = 0.05
tracks/0/type = "value"
@ -107,7 +90,7 @@ tracks/1/keys = {
"times": PackedFloat32Array( 0 )
}
[sub_resource type="Animation" id=9]
[sub_resource type="Animation" id=8]
length = 0.5
step = 0.05
tracks/0/type = "value"
@ -137,90 +120,6 @@ tracks/1/keys = {
"times": PackedFloat32Array( 0 )
}
[sub_resource type="Animation" id=10]
resource_name = "Show"
length = 0.2
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath("Crosshair:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PackedFloat32Array( 0, 0.2 ),
"transitions": PackedFloat32Array( 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 0 ), Color( 1, 1, 1, 1 ) ]
}
[sub_resource type="VisualShaderNodeFloatUniform" id=11]
default_input_values = [ ]
uniform_name = "Factor"
hint = 1
default_value_enabled = true
[sub_resource type="VisualShaderNodeInput" id=12]
output_port_for_preview = 0
default_input_values = [ ]
input_name = "color"
[sub_resource type="VisualShaderNodeMix" id=13]
default_input_values = [ 0, Vector3( 1, 1, 1 ), 1, Vector3( 1, 1, 1 ), 2, 0.5 ]
op_type = 2
[sub_resource type="VisualShader" id=14]
code = "shader_type canvas_item;
render_mode blend_mul;
uniform float Factor : hint_range(0, 1) = 0;
void vertex() {
// Output:0
}
void fragment() {
// Input:3
vec3 n_out3p0 = COLOR.rgb;
// FloatUniform:2
float n_out2p0 = Factor;
// Mix:4
vec3 n_in4p0 = vec3(1.00000, 1.00000, 1.00000);
vec3 n_out4p0 = mix(n_in4p0, n_out3p0, n_out2p0);
// Output:0
COLOR.rgb = n_out4p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( -113, 35 )
version = "4.0"
mode = 1
modes/blend = 3
flags/light_only = false
nodes/fragment/0/position = Vector2( 400, 180 )
nodes/fragment/2/node = SubResource( 11 )
nodes/fragment/2/position = Vector2( -440, 300 )
nodes/fragment/3/node = SubResource( 12 )
nodes/fragment/3/position = Vector2( -400, 120 )
nodes/fragment/4/node = SubResource( 13 )
nodes/fragment/4/position = Vector2( 60, 180 )
nodes/fragment/connections = PackedInt32Array( 4, 0, 0, 0, 2, 0, 4, 2, 3, 0, 4, 1 )
[sub_resource type="ShaderMaterial" id=15]
shader = SubResource( 14 )
shader_param/Factor = 0.0
[node name="Game" type="Node3D"]
script = null
@ -291,10 +190,8 @@ __meta__ = {
[node name="AnimationPlayer" type="AnimationPlayer" parent="HUD/Crosshair"]
autoplay = "Default"
anims/Default = SubResource( 6 )
anims/Hide = SubResource( 7 )
anims/Hit = SubResource( 8 )
anims/Kill = SubResource( 9 )
anims/Show = SubResource( 10 )
anims/Hit = SubResource( 7 )
anims/Kill = SubResource( 8 )
blend_times = [ ]
script = null
@ -303,7 +200,6 @@ stream = ExtResource( 6 )
script = null
[node name="Vignette" type="TextureRect" parent="HUD"]
material = SubResource( 15 )
anchor_right = 1.0
anchor_bottom = 1.0
texture = ExtResource( 8 )

View file

@ -58,7 +58,7 @@ trigger_secondary={
}
view_zoom={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":16777240,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
]
}
move_special={
@ -100,4 +100,5 @@ weapon_3={
global_illumination/sdfgi/probe_ray_count=2
global_illumination/sdfgi/frames_to_converge=0
global_illumination/sdfgi/frames_to_update_lights=4
anti_aliasing/quality/use_debanding=true
environment/defaults/default_environment="res://default_env.tres"