[gd_resource type="VisualShader" load_steps=15 format=3 uid="uid://bet2pthddt01v"] [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_6ihsi"] function = 31 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_4sg8c"] operator = 7 [sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_cq3b8"] output_port_for_preview = 0 default_input_values = [0, -0.25, 1, 0.25, 2, 0.0] [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_ibeng"] output_port_for_preview = 0 operator = 2 [sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_64m16"] uniform_name = "Depth" [sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_1syv6"] [sub_resource type="VisualShaderNodeFloatUniform" id="VisualShaderNodeFloatUniform_gmj03"] uniform_name = "Damage" [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_g75xc"] function = 31 [sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_awhie"] constant = Color(1, 0.118141, 0, 1) [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_hcnqy"] output_port_for_preview = 0 input_name = "uv" [sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_c1wnt"] output_port_for_preview = 0 [sub_resource type="VisualShaderNodeSmoothStep" id="VisualShaderNodeSmoothStep_4gtfo"] output_port_for_preview = 0 default_input_values = [0, -0.25, 1, 0.25, 2, 0.0] [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_bp0gw"] function = 31 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_wvp6b"] operator = 7 [resource] resource_local_to_scene = true code = "shader_type canvas_item; render_mode skip_vertex_transform, unshaded; uniform float Damage; uniform float Depth; void fragment() { // ColorConstant:18 vec3 n_out18p0 = vec3(1.000000, 0.118141, 0.000000); float n_out18p1 = 1.000000; // FloatUniform:16 float n_out16p0 = Damage; // FloatUniform:14 float n_out14p0 = Depth; // Input:2 vec3 n_out2p0 = vec3(UV, 0.0); // VectorDecompose:4 float n_out4p0 = n_out2p0.x; float n_out4p1 = n_out2p0.y; float n_out4p2 = n_out2p0.z; // FloatFunc:10 float n_out10p0 = 1.0 - n_out4p0; // FloatOp:11 float n_out11p0 = min(n_out10p0, n_out4p0); // SmoothStep:12 float n_in12p0 = -0.25000; float n_out12p0 = smoothstep(n_in12p0, n_out14p0, n_out11p0); // FloatFunc:8 float n_out8p0 = 1.0 - n_out4p1; // FloatOp:9 float n_out9p0 = min(n_out8p0, n_out4p1); // SmoothStep:7 float n_in7p0 = -0.25000; float n_out7p0 = smoothstep(n_in7p0, n_out14p0, n_out9p0); // FloatOp:13 float n_out13p0 = n_out12p0 * n_out7p0; // SmoothStep:15 float n_in15p0 = 0.00000; float n_out15p0 = smoothstep(n_in15p0, n_out16p0, n_out13p0); // FloatFunc:17 float n_out17p0 = 1.0 - n_out15p0; // Output:0 COLOR.rgb = n_out18p0; COLOR.a = n_out17p0; } " graph_offset = Vector2(1260.12, -538.301) engine_version = { "major": 4, "minor": 0 } mode = 1 flags/light_only = false flags/skip_vertex_transform = true flags/unshaded = true nodes/fragment/0/position = Vector2(2200, -240) nodes/fragment/2/node = SubResource( "VisualShaderNodeInput_hcnqy" ) nodes/fragment/2/position = Vector2(-800, 20) nodes/fragment/4/node = SubResource( "VisualShaderNodeVectorDecompose_c1wnt" ) nodes/fragment/4/position = Vector2(-640, 40) nodes/fragment/7/node = SubResource( "VisualShaderNodeSmoothStep_4gtfo" ) nodes/fragment/7/position = Vector2(500, 80) nodes/fragment/8/node = SubResource( "VisualShaderNodeFloatFunc_bp0gw" ) nodes/fragment/8/position = Vector2(-340, 40) nodes/fragment/9/node = SubResource( "VisualShaderNodeFloatOp_wvp6b" ) nodes/fragment/9/position = Vector2(-120, 120) nodes/fragment/10/node = SubResource( "VisualShaderNodeFloatFunc_6ihsi" ) nodes/fragment/10/position = Vector2(-320, -220) nodes/fragment/11/node = SubResource( "VisualShaderNodeFloatOp_4sg8c" ) nodes/fragment/11/position = Vector2(-80, -180) nodes/fragment/12/node = SubResource( "VisualShaderNodeSmoothStep_cq3b8" ) nodes/fragment/12/position = Vector2(420, -240) nodes/fragment/13/node = SubResource( "VisualShaderNodeFloatOp_ibeng" ) nodes/fragment/13/position = Vector2(920, -120) nodes/fragment/14/node = SubResource( "VisualShaderNodeFloatUniform_64m16" ) nodes/fragment/14/position = Vector2(-200, -440) nodes/fragment/15/node = SubResource( "VisualShaderNodeSmoothStep_1syv6" ) nodes/fragment/15/position = Vector2(1320, -240) nodes/fragment/16/node = SubResource( "VisualShaderNodeFloatUniform_gmj03" ) nodes/fragment/16/position = Vector2(720, -540) nodes/fragment/17/node = SubResource( "VisualShaderNodeFloatFunc_g75xc" ) nodes/fragment/17/position = Vector2(1592.12, -100.301) nodes/fragment/18/node = SubResource( "VisualShaderNodeColorConstant_awhie" ) nodes/fragment/18/position = Vector2(1600, -400) nodes/fragment/connections = PackedInt32Array(2, 0, 4, 0, 8, 0, 9, 0, 9, 0, 7, 2, 10, 0, 11, 0, 4, 1, 8, 0, 4, 1, 9, 1, 4, 0, 10, 0, 4, 0, 11, 1, 11, 0, 12, 2, 12, 0, 13, 0, 7, 0, 13, 1, 14, 0, 12, 1, 14, 0, 7, 1, 13, 0, 15, 2, 16, 0, 15, 1, 15, 0, 17, 0, 17, 0, 0, 1, 18, 0, 0, 0)